I'm not bashing here, merely getting feedback on an opinion.
To me, it felt like the plot if PoG was really really slim, short, and shaky.
I agree with the introduction, and it lead me to believe that the following parts of the game would be in that style. Instead I was left mostly with dialogue. It seemed that the writter of the storyline felt that just because the character is onscreen when there is a dialogue box means that all of it must be in present tense.
The only time I really didn't see this was perhaps when I used a tent.
It may be that I had high expectations for a game with a well structured plot and backround having come from the entire Escape Velocity Series to PoG.
EV, for instance, wouldn't assume that just because a player went into a "bar" for a mission that the intro dialogue must be set in the bar. Many times the intro or exit of a mission would encompass the player being in many more places than a simple bar or landing dock.
I'm not saying this should be EV. I am though comparing stratagies to what Ambrosia has taken toward their different games (Yes, I know, different people developed different games but ultimately doesn't Ambrosia put their name on it too?).
It just felt really off to me that, for instance, everytime the hero mentioned the sea giants he said "Evil" with it. It sounded a bit like a child story to me.
Again, not bashing. Its a good concept, but I just felt the follow through came up short.
Any other comments/opinions?
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~Dash
Will Beta Test decent plug-ins...contact me via E-mail.