Quote Originally Posted by Madonna View Post
The best part of these quests, edczxcvbnm, is that you generally do not need to fetch things for people. If someone needs five raider helmets, you kill the things that get you helmets, and on your fifth one, blam, quest done. You get a pop-up detailing what you just completed, a little story about the character you helped, and your reward. If you think you are lacking a connection to people, you should perhaps visit the Affinity Chart. The more quests you do for chumps means these chumps get some more details to their lives and you can see with whom they connect, and suddenly they are less chumps and instead villagers with personality who hold you as some Bionis-wandering badass hero.

Colony 9 loves me. I have not checked out Colony 6 yet. Kalilung is doing horrible things light-years ahead of me, like killing level forty named monsters. I try not to watch, but I am jealous.
My problem with that becomes the lack of caring. I don't even read what people say anymore because it is either too unrelatable (like my example) or it doesn't really matter because I am not going to talk to them every again. Anything interesting has been sapped away to give you a glut of things to do and 90% of it isn't interesting. I would actually prefer going back to the people...it might change their situation, or they get up and go do something. It is just check marks on a list as far as I am concerned. Why have me talk to the people? Can't we cut the middle man out of this one?

So, now that I am more than half way through the game I am beginning to fear a potential Chrono Cross style story dump in the final two dungeons. I would say that Prison Island is the equivelent of the Dead Sea. Big revelations are made but they also pile on the mystery and it doesn't seem like it will be resolved until just near the end. I think the pacing of the two games is very similar story wise.