![]() I'm not talking about cutscene animations, or facial animations, or michael bay moments. The world is amazing, the way the story is told is amazing (go anywhere you want in any order and learn the back story over time naturally), the game is SUPER well optimised, it has been completely bug free for me 20 hours into the game, the art style is great, the voice acting is good.īut there are some really bad/stupid design choices in this game,and just because PB keeps repeating them with every game they make doesn't mean they're not stupid design choices or that they need to fix their animation system.Īnd to preempt another strawman argument : ps1 action games managed to have responsive controls, this is NOT a budget issue. I personally wouldn't know what to score this game, but I do know that if they made the controls more responsive and added the above mentioned animation cancels for certain actions to make things less clunky, and that if they fixed the early game combat scaling (they could make the player be in great danger early game, just not through extreme bullet spongeness) and didn't needlessly gimp the player till they arbitrarily take some talent point ( something like not giving the player the basic amount of stamina required at lvl 1 to make the combat functional) then it would be a 10/10 game for me. So either PB need to either adhere to the rules themselves or properly communicate with the player that the rules are different in this game (and no not with handholding tutorials before some overly defensive fanboy starts throwing strawman arguments around)ġ) If someone places a big emphasis on combat and controls (IGN do not care about either of these things, they'll give garbage gameplay games 9/10 all the time) they would not like this game at all.Ģ) Many people will not know what the game wants from them, and if you don't do exactly what this game wants from you it's going to be a shitty experience.īoth of these are reasons why this game gets low scores, and both could be solved by the developers if they wanted to. Someone with no experience playing PB games will see the cue and get the message, it's not logical or reasonable to expect the player to go against 30 years of unwritten communication and go there anyway. They make no effort to make it clear to the player that they ARE supposed to go there. PB should know that this is video game design language for 'don't go here'. In elex however your basic quests to make your char stronger are put very far away and gated off by a gauntlet of such enemies. ![]() If PB insists on breaking the rules then they need to add the proper context and info explaining that and not mislead the player with cues that already have a different meaning.Į.g in every single non-pb rpg, filling the path to a far away point of interest or quest with unkillable monsters is the developer telling the player not to go there right now, that the content in that direction is not meant for a low level player. That's what I mean by cues and player communication. ALL developers stick to them and the player is given certain cues and then knows what is expected of them.Īn example of such a cue (not applying to this game) is that if a path or door has a light shining down on it it's a sign for the player that there is something here and that the developer wants to check it out. This sub probably won't want to admit it, but there are certain unwritten rules and agreements between the player and the developers of games that have been established over the past 30 years of videogames. If they actually tried to put a learning curve and some proper scaling (hitting every single enemy in the game for 1-5 percent hp 5 hours into the game is not good design and does not make for interesting combat, noone likes bullet sponges it's not good or interesting design) into the game it would make the early game much more enjoyable and intuitive. If they just put some transition animations in this game and increased responsiveness of inputs, added animation cancels for a few things (like landing and weapon swapping) the game would control much better. Just because people who played PB games before know to expect it doesn't make it ok. And while this may be a 'PB staple', it's not a good thing at all. The enemy scaling and player scaling is completely off. ![]() That said, the lack of animation transitions is unforgivable, makes the combat and movement super clunky. I guarantee you that the guy did not make it very far into the game.
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