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	<title>Comments on: Thoughts: Pentiment</title>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/thoughts-pentiment/#comment-61413</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Wed, 06 May 2026 09:45:04 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=7035#comment-61413</guid>
		<description><![CDATA[e]]></description>
		<content:encoded><![CDATA[<p>e</p>
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		<title>By: Kaj Sotala</title>
		<link>https://scientificgamer.com/thoughts-pentiment/#comment-61186</link>
		<dc:creator><![CDATA[Kaj Sotala]]></dc:creator>
		<pubDate>Tue, 27 Dec 2022 16:27:27 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=7035#comment-61186</guid>
		<description><![CDATA[There seems to be an &quot;Instant Dialogue&quot; setting in the Options menu, under Accessibility.]]></description>
		<content:encoded><![CDATA[<p>There seems to be an &#8220;Instant Dialogue&#8221; setting in the Options menu, under Accessibility.</p>
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		<title>By: Drinking with Skeletons</title>
		<link>https://scientificgamer.com/thoughts-pentiment/#comment-61179</link>
		<dc:creator><![CDATA[Drinking with Skeletons]]></dc:creator>
		<pubDate>Mon, 28 Nov 2022 13:55:19 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=7035#comment-61179</guid>
		<description><![CDATA[My main complaint about Pentiment, and the thing that keeps it from being truly great in my books, is that the ending delivers an extremely scattershot version of a Fallout-style ending slide that shows you a smattering of consequences of your actions but doesn&#039;t remotely address the consequences of the town learning (or not learning) the truth about all the murders. The game wasn&#039;t shy about showing the impact of things before, but it completely withholds presenting anything about the effects of your most consequential decision.

I think it was also more railroad-y than it appeared. At the end of Chapter Two, I thought, &quot;I guess I should have learned more about the miller so that his actions make more sense,&quot; but given how Chapter Three unfolds, I&#039;m not sure there could ever be more than a one-size-fits-all explanation for his behavior since events have to unfold in a certain way regardless of who you accuse. And in Chapter Three, I was asked multiple times about whether the character would leave town or stay and why they would make that decision, and none of that had any bearing at all on what they ended up doing. Like you said, Chapter Three didn&#039;t have many choices or optional scenes, so the game asking me to make choices it had no intention of honoring stuck out.

I think it was an ambitious and interesting game that stumbled at the very end, which hurt my overall impression.]]></description>
		<content:encoded><![CDATA[<p>My main complaint about Pentiment, and the thing that keeps it from being truly great in my books, is that the ending delivers an extremely scattershot version of a Fallout-style ending slide that shows you a smattering of consequences of your actions but doesn&#8217;t remotely address the consequences of the town learning (or not learning) the truth about all the murders. The game wasn&#8217;t shy about showing the impact of things before, but it completely withholds presenting anything about the effects of your most consequential decision.</p>
<p>I think it was also more railroad-y than it appeared. At the end of Chapter Two, I thought, &#8220;I guess I should have learned more about the miller so that his actions make more sense,&#8221; but given how Chapter Three unfolds, I&#8217;m not sure there could ever be more than a one-size-fits-all explanation for his behavior since events have to unfold in a certain way regardless of who you accuse. And in Chapter Three, I was asked multiple times about whether the character would leave town or stay and why they would make that decision, and none of that had any bearing at all on what they ended up doing. Like you said, Chapter Three didn&#8217;t have many choices or optional scenes, so the game asking me to make choices it had no intention of honoring stuck out.</p>
<p>I think it was an ambitious and interesting game that stumbled at the very end, which hurt my overall impression.</p>
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		<title>By: ilitarist</title>
		<link>https://scientificgamer.com/thoughts-pentiment/#comment-61178</link>
		<dc:creator><![CDATA[ilitarist]]></dc:creator>
		<pubDate>Mon, 28 Nov 2022 11:24:39 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=7035#comment-61178</guid>
		<description><![CDATA[About side note on Sawyer&#039;s role in Obsidian: this creative director role seems to be honorary because he also denied being involved in Tyranny, another Obsidian RPG (which was actually good but needed a lot of improvement in terms of mechanics) and Grounded (which is a multiplayer game about kids fighting bugs or something). Also he himself never expresses any bitterness about working with Bethesda, just praises the tools he could use for FNV, which might just be him being a professional and a decent person, but I understand devs didn&#039;t even know about that promise of a bonus if the game gets good scores and it was something of a deal sweetener rather than a cruel condition.

One of the things I like Pentiment doing well is making special speech options not a no-brainer. A lot of RPGs claim to make failures as interesting as successes. But usually if you see a highlighted option it&#039;s just a &quot;skip some gameplay&quot; button. Pillars of Eternity does a lot by adding plenty of speech options based on personality and background which *usually* don&#039;t really matter and sometimes may even make things worse. Pentiment was a delight in that regard cause backgrounds I&#039;ve picked provided terrible answers half of the time. Especially logician phrases tend to make the character sound like a prick: when someone gets emotional you can often say something very logical and completely inappropriate.

Anyway, as you say, GOTY, easily. I always appreciate Obsidian mechanically complex games (PoE2 is the only RPG I have ever 100%&#039;d in terms of achievements, and no other is even close) but I have no regrets they strayed from making the same game again and again and instead made this.]]></description>
		<content:encoded><![CDATA[<p>About side note on Sawyer&#8217;s role in Obsidian: this creative director role seems to be honorary because he also denied being involved in Tyranny, another Obsidian RPG (which was actually good but needed a lot of improvement in terms of mechanics) and Grounded (which is a multiplayer game about kids fighting bugs or something). Also he himself never expresses any bitterness about working with Bethesda, just praises the tools he could use for FNV, which might just be him being a professional and a decent person, but I understand devs didn&#8217;t even know about that promise of a bonus if the game gets good scores and it was something of a deal sweetener rather than a cruel condition.</p>
<p>One of the things I like Pentiment doing well is making special speech options not a no-brainer. A lot of RPGs claim to make failures as interesting as successes. But usually if you see a highlighted option it&#8217;s just a &#8220;skip some gameplay&#8221; button. Pillars of Eternity does a lot by adding plenty of speech options based on personality and background which *usually* don&#8217;t really matter and sometimes may even make things worse. Pentiment was a delight in that regard cause backgrounds I&#8217;ve picked provided terrible answers half of the time. Especially logician phrases tend to make the character sound like a prick: when someone gets emotional you can often say something very logical and completely inappropriate.</p>
<p>Anyway, as you say, GOTY, easily. I always appreciate Obsidian mechanically complex games (PoE2 is the only RPG I have ever 100%&#8217;d in terms of achievements, and no other is even close) but I have no regrets they strayed from making the same game again and again and instead made this.</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/thoughts-pentiment/#comment-61177</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Mon, 28 Nov 2022 10:09:57 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=7035#comment-61177</guid>
		<description><![CDATA[The Bibliography was provided on Twitter :D

Yeah, great game and so delightful to see it get the praise that Josh and the team at Obsidian deserve!]]></description>
		<content:encoded><![CDATA[<p>The Bibliography was provided on Twitter <img src='https://scientificgamer.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Yeah, great game and so delightful to see it get the praise that Josh and the team at Obsidian deserve!</p>
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