@SolidGame_basic said:
@ConanTheStoner: although I'm just 17 hours in, I get the sense that they could've done more with the game. But I still enjoy it for what it is.
Yeah for sure man. I mostly just commented on the good stuff.
Like I do appreciate that the game is almost laser focused on traversal. The main systems, mechanics, and level design, all geared towards that.
But of course combat and sneaking are still in it, and they do come off as half hearted. Mechanically these aspects are fine, they're responsive and consistent. But they also have the depth of a puddle, nothing layered or systemic about them.
Personally wouldn't mind them keeping combat basic, or even ditching it altogether. It feels tacked on and like this game doesn't even need it.
Stealth tho. Big missed opportunity, especially given Kojimas background lol.
Sneaking past BTs is nerve wracking and satisfying at first, but once you realize how simple it is, it's just an annoyance. Then it becomes all out trivial once you're decked out with combat options to dispatch them. I'd either ditch the combat options, or I'd slowly introduce new BTs with different behavior to layer things up, or just give the BTs we have more AI branches. Or a combination of all those. I get that the balance here is having you want to rush through Timefall while having to exercise patience, but they do nothing to keep these encounters interesting/fresh throughout the game.
Mule camps, think their biggest issue for sneaking is their general layout. Just about all of them are open field, with spots of tall grass, tents, and maybe some rocky formations being your means of hiding. That's fine for some, but it's a ruined world. The game already has dilapidated structures, and maze like ravines, why not have mules holed up in those?
Again, I understand why the Mule bases are wide open field stretches. Do you take the shortcut through even terrain at the risk of detection and lost/damaged cargo, or take the longer route through perilous terrain that might be safer. Just think they could have been more than that.
Also a bit weird that this game doesn't have a day/night cycle that'd mix things up.
The patrol routes for the Mules are good, straight MGS DNA. That cargo scanner and the ability to bounce it back are a nice touch. And I'm not expecting MGS mechanics here, the controls are already busy enough. Just needs better spaces with more variables.
As for the main game, at least from what I remember, my gripes were more nitpicky. The missions had some nice variety, some forcing you back to the basics, imposing different limitations, but I think they could have gone further with that.
Also, much like MGSV, they went a bit extreme with "the journey is more important than the destination".
Aside from that, wtf with the lack of visual variety on man made structures? It's BotWs shrines all over again. Amazing how they made a desolate wasteland so varied and unique, feeling like a real world, but every modern structure looks almost identical lol.
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Sorry bro, don't mean to drop novels on you. Just lots to talk about with this game.
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