

It's the dialogue equivalent of exploring the world just to see 5 gold coins or rusty sword everywhere. Instead there are few crumbs of relevant information among tons of bland, boring text that didn't need to be here. All of this should be cut in half and distilled to its most important parts. Has no one played the game before they started implementing it all? Extremely blatant quantity > quality design.Īnd in case some retard wants to argue that 'Down to earth dialogue is a part of creating distinct, post-apocalyptic amosphere' then this is not how you do it. If clicking every single dialogue tree was a fluff mechanic, it wouldn't be that bad, but this is how you are getting quests in this game. Without exaggeration this is the biggest sin of Atom, pointless walls of texts that will put you to sleep. Last time I was this enraged by text bloat was Pillars of Eterenity 1, but that game at least had the decency of varying things up and not giving the same five dialogue options to 99% of NPCs.

What were the creators thinking? That the more text there is, the better? After the first town I was already thoroughly sick of it and most of the time skipping the dialogues. Anyone you talk with will have something to say, and it appears those dialogues are - as far as I've seen - unique. I wonder if the writers were paid by the wordcount, because Atom RPG might be the most egregious example of bloated text I've ever seen.
