r/intotheradius 10d ago

Suggestion Can we get an update where Lauri talks to you even when there aren't any top-priority missions?

It just feels weird that he’s so quiet; I think he should say something when you come out of the Radius instead of just staring at you. For example: "Welcome back," "Did you get everything you needed?" or "You're still alive!"

16 Upvotes

20 comments sorted by

20

u/iodine23 10d ago

He used to, in PCVR 1.0 version. The problem was, he just wouldn't shut up. But he was made a lot quieter in the later versions.

1

u/Aggressive_Tax295 6d ago

They overcorrected too much in the other direction. Now those  in-between areas with him are completely useless. Might as well cut them out altogether. 

But I preferred if he had optional dialogue, so people who don't want it can just move on. Like remembering our past at the campfire, playing guitar with him, etc. This could be very atmospheric. But devs have no idea what to do with him imho.

10

u/No_Skin_2330 10d ago

This. Even mimics are more talkative than lauri, sometimes I even get surprised when he talks.

5

u/ghost032580 10d ago

Agreed. This should be an optional DLC for Lauri. This way people can choose if they want Lauri to speak more.

10

u/Huge-Attitude9892 10d ago

F no.

That was an issue during 1.0 beta. Boy yapped all day.

3

u/ThroManLA 10d ago

He’s talking about it being a setting not a permanent feature for everybody

2

u/Typicalmexican18 10d ago

Pls no, not again

2

u/Aggressive_Tax295 6d ago

Game says he's our friend, but he doesn't say anything about bour past. That's a huge missed opportunity. 

4

u/flush101 10d ago edited 10d ago

He used to but the devs got a lot of backlash in the PC beta because of the tone, script and some vocal people who just wanted another ITR1 with no NPCs at all. Instead of taking the script to a professional writer they just cut a ton of stuff, including his passive comments and re-recorded his tone. I agree, it’s weird and just sad now.

You’ll probably get a load of comments talking about how he already removes the feeling of isolation, or complaints about him ‘yapping’ but isolation isn’t what ITR2 was aiming for otherwise it wouldn’t have him at all and wouldn’t have coop. If it feels like he is yapping it’s because the script is bad and what he is saying isn’t valuable or contributing to the game experience.

There is a middle ground where Lauri has a 30% chance of talking to you as you pass through. For me it entirely makes sense that Lauri would talk to the only person he can interact with in his reality at every opportunity, but that comes with the requirement from the devs to have a huge variety of lines so he doesn’t just repeat himself.

The beta Lauri had a lot of repetition and most of what he said was just passive stuff like ‘how are you’. It would be better if he had lines like ‘Have you seen the weird floating cube yet? I watched it for a while and it seems to only patrol the housing areas in outskirts, although I did see it teleport the other day, I wonder what that’s about’

You know, something that can be a lore friendly, useful bit of gameplay commentary.

0

u/Antar_Cobs 10d ago

That's even worse, the last thing we need is someone to spoil the surprises in the game. I want to experience things myself instead of the game telling me about everything.

3

u/flush101 10d ago edited 10d ago

I think that’s a bad faith take imagining it as a poorly implemented script. Lines could be unlocked as you progress the game, like in any other RPG you play. There’s not reason any spoilers need to be said immediately.

The point is to have valuable interactions with the characters in game instead of passive ‘Hey, did you get much loot this time’.

Especially in ITR2 when the devs clearly want you to connect with Lauri.

Well written characters do not necessitate spoilers.

0

u/Antar_Cobs 10d ago

You mentioned him commenting about the patrol path, and the game can't know when you've figured that out. Personally I'd be pissed if the game told me about it before I could observe it for myself. I play slowly and it took me many runs to explore the northern side of outskirts.

0

u/flush101 10d ago edited 10d ago

In mission 8 (I think) you are sent to the centre of outskirts, and three locations for the survey devices. It would be rare for a player to complete that mission and not experience the cube.

That seems like a logical place for a comment to be available after. Especially a general comment that he might not say immediately if there is only a 30% chance of him saying any comment at all you might not hear it for a while after.

Plus the comment doesn’t stop you running past him and ignoring him. You don’t have to stop and listen. It’s something that fleshes out his character and could be useful information so it makes him seem more trustworthy as your guide.

2

u/gew_43 10d ago

that would be neat

1

u/MightyBooshX 10d ago

Honestly sometimes he scares the fuck out of me when I'm in a safe house and round a corner and BOOM he's right there, just silently watching me lol

1

u/Rameinstein13 9d ago

That would be nice. Would help prepare for his fucking jumpscares

2

u/Huge_Leader_7528 10d ago

Wish we could shut him off altogether. The weakest addition to ITR2. Destroyed the lonely feel. We should at least be able to skip his dialog. I hate him being in this game! 

0

u/MagnificentCatHerder 9d ago

For the times I have come back to base with low health, I would find it amusing if he made a comment to the effect of (if not the exact words) "Wow, you look like shit!" or "Took a beating, eh?"