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Ostrava posted:Huh? No, I was hoping it was going to lead to a quest or armor or something. I think everyone's point that hiding fun gameplay items between goddam annoying "bow to all these secret shrines" is kind of counterintuitive to your point of finding secrets for the love of finding secrets; if you lock gameplay items behind it you need to signpost it somewhere, because if its too obscure people won't find it, they'll be annoyed at all the hoops they have to jump through to get it and you've also thrown away dev time if 90% of the players aren't interacting with it due to obscurity. There's only so much time to develop things. So anything hidden that well by definition can't be too impactful on gameplay, internet or no. I personally loved every one of this games collectibles because at no point did I feel like I was only doing them just to check some arbitrary developer box. I did shrines because they had beautiful views, I followed foxes because I wanted to pet them, the haikus were a nice break and a good way to gatekeep collectibles. I'd kind of look around and pick a direction where things seemed interesting and start walking. All of the random side stuff was things I actually wanted to do as I explored the environment, instead of pulling up my map to signpost myself to the next bear rear end I need to collect to finish off my rear end armor. I really really hope open world games take a lot of notes from Tsushima going forwards, because I never burnt out on any of the side mission type things because they were so nonintrusive. I just wandered around the island and if I heard good old birdo squawking I'd angle that direction to see what I found. Don't get me wrong, I love secret stuff, my wife is the poster child for Breath of The Wild type exploration where everywhere you go look you're rewarded with a little trinket. But when you hide things that bring gameplay value it takes the life out of it and makes it a chore list of things to do before you unlock x item. And that's what made this game special for me! I normally really quickly tire of open world checklists. All in all I was super impressed with their take on the genre, everyone please steal their art direction and open world ideas. threelemmings fucked around with this message at 05:39 on Jul 30, 2020 |
# ¿ Jul 30, 2020 05:37 |
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# ¿ Apr 19, 2024 15:21 |
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Monolith. posted:Yup, this was my reasoning. E: all major spoilers for endgame stuff This is one point where maybe they could have done a little more to align the players viewpoint with the "real" Jin, but... I found it to actually be a really hard choice that I spent like 5 minutes thinking about and my wife refused to help. While throughout the game he's a dick, they do set up that all throughout childhood he really was a good guy to Jin, and adopting someone else as your heir is not a small deal in a feudal society. Plus when I considered how Jin actually treats him throughout the game I think it's a harder decision than it seems for the player. Even after everything Jin's letter to his uncle still carried feelings of comradeship and family. In the end Shimura is still the only thing Jin has left, it's not a trivial thing to give up.
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# ¿ Aug 1, 2020 14:37 |
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MeatwadIsGod posted:Just platted it. Art direction was probably the best I've seen in a game, or in the top 3 definitely. It's a bit unbalanced and there wasn't much variety to the missions, combat, or bosses after a certain point but exploration made up for most of that. An important note is you're looking from you own viewpoint. Jin is a true believer, both in his uncle and in the samurai. Think back to Yuna act 2 missions. Jin keeps going on about how Shimura will for sure give her the passage to Japan. The instant she and Shimura meet they hate each other and not only does Jin not notice but even if he did he wouldn't understand why. He does go off on his uncle on things changing, bit that's more of a tactics than a society thing.
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# ¿ Aug 2, 2020 14:32 |
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Finishing is worth it and the third area is really not that long. Finishing up the character quests is interesting and I think they wrap up the themes of each quest chain well, and the end of the game is really good. A few of the quests also end in semi surprising ways. I definitely didn't do any extra side missions though, I just beelined character quests then knocked out the main story. It's pretty quick, only like 3 main story missions and some of them are shorter than previous.
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# ¿ Aug 4, 2020 14:01 |
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Clanpot Shake posted:I'm in act 3 wrapping up the character quests. Masako 9/9 resolution was extremely disappointing. Her sister is comic-book levels of angry villain. She spends all of her screen time spewing hate at Masako, with the validity of it mostly unexplored. Why doesn't she lunge at her with the knife at the end? Character quest endings I was also disappointed in Masako's sister being so one note, BUT I think the Greek Tragedy level of "at the end of the quest to bring justice for my family I have to kill the only family I have left" was still a great payoff. Ishikawa's quest is basically his realization that he's wasted his life and both he and the people he trained may have been better off not learning BOWJUTSU. Tomoe's final rejection of that is a chance to lead a better life. She claims she wasn't really helping the mongols and was trying to redirect them but they don't really resolve the "did she or did she not just murder a ton of dudes" though. Norio's ending and the contrast with the healing monk and how Norio himself began was a good, if sad, arc. He gained confidence but also lost innocence or belief.
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# ¿ Aug 4, 2020 15:11 |
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# ¿ Apr 19, 2024 15:21 |
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Upgraded leader assassinate related to the unlock you get in yarikawa
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# ¿ Aug 7, 2020 03:38 |