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I'm not finishing this game because of the forced encounters with some of the absolute stupidest and least fun boss fights of all time. It's like I'm eating a parfait and one layer is diarrhea.
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# ¿ Jul 15, 2021 05:27 |
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# ¿ Apr 24, 2024 12:14 |
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Valtonen posted:The (eventuall, actual) ending is Good though. Like Good Good. Wafflecopper posted:you could turn the difficulty down for the bosses Ok I went back and finished it after turning down to Normal to make it less annoying. Sorry for griping in the thread, I had ragequit after three attempts to make the final run back to Capital Knot with not-enough supplies on Hard. The chiral outage and forced bossfights just felt like the game I liked had been taken out of my hands. On my last attempt, I was on a bike when the first of the forced encounters started, and Sam dived off the bike into the tar in a canned animation, damaging the delivery cargo. Alt f4 Story thoughts: – I know as well as anyone that this is Hideo's thing but now that I am older and have things to do besides play video games, I really prefer games not have hours of maudlin cutscenes – The whole cast did a great job considering the script. Margaret Qualley and Emily O'Brien (v.o. for Amelie) were standouts imo, they really sold some weird lines – Cliff's last segment was the one really fulfilling part of the conclusion and was an inspired turn for that character, and the memory sequence where all of a sudden he's talking to Sam was good – The EE stuff was incomprehensible and bored me out of my mind. Didn't care about Amelie/Bridget at all Gameplay thoughts: – The basic gameplay of planning, preparing for, and executing delivery runs in the face of dynamic environmental hazards is really good poo poo, and I wish that this game wasn't taken away from me for the last five hours of gameplay – The passive social network/strand connection aspect is one of my favorite ideas in gaming of the last few years and the execution was good – The visual design, sound design, and overall atmosphere is excellent, and I loved the small immersive touches like letting Sam sit and rest while I got up to get some water instead of just pausing the game, etc. – I agree that this game could've just not had combat at all, or just close combat against MULEs. The movement system and controls were not designed for run-and-gun combat and it just was not fun – Boss fights were boring and frustrating. We know Kojima knows how to design interesting boss fights, like look at MGS3 where each boss has a specific atmosphere and set of mechanics to exploit, why is every boss in DS (beside Higgs which was ok) just a thing you shoot for 5 minutes – BTs would've been cooler if each encounter were a single scary invisible miniboss with different sets of behaviors/traits that you had to figure out to either defeat or evade it, kind of thinking of the Shadow of Mordor nemesis system here. As it is, there are no really engaging or interesting aspects of interacting with BTs Nitevision fucked around with this message at 20:22 on Jul 18, 2021 |
# ¿ Jul 18, 2021 20:20 |
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Oh one more thought: Why do lethal weapons exist at all lmao. Why do they even let me print those?
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# ¿ Jul 18, 2021 20:27 |
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Word I get that they have a narrative role in the game's world but why can I print them out in my employer's office? Is anyone at Bridges/UCA like "hey it's okay to blast someone occasionally if you have to, voidouts aren't a big deal"? Maybe I forgot
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# ¿ Jul 19, 2021 00:47 |