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All the flexibility of Bloodlines 1 is gone, it seems like we are stuck with a single character who could be from just a stingy roster of four clans. It's reported that Phyre's gender can be player chosen, I read an article about it. The writing at least seems interesting, but they only showed a small portion of the opening; The quality of the narrative and dialogue could obviously degrade as a player gets further into it. I'm honestly disappointed that The Chinese Room was even given this game to develop, they didn't seem the type to be able to pull a game of this scale off. Especially with the rich history of this iconic World of Darkness tabletop game! If anything, Larian Studios would've been a better choice. Obsidian Studios (give them an awesome budget and some additional technical help, they'd make a wonderful game too).
I'll naturally withhold full judgement or dismissive disinterest upon reading some reviews from Gaming Sites that I trust.
I'll admit I'm not super knowledgeable on the space outside of the Deck, but it really feels like most of these things are pushing power without any consideration to usability. You're a PC, you need convenient methods of handling PC input and plenty of input options to handle the number of inputs. Without that or a handheld-friendly mode in Windows, you're probably dead in the water. Props where they're due to the Legion Go on that front for trying something new with its joycon mouse.
List’s not exhaustive yet. There’s absolutely room for 1-3 pre Z gokus. There’s also no way it won’t have GT Goku, Super Saiyan 4, and all the various Vegito/Gogetas.
There are over 1000 Pokemon at this point. There's bound to be some level of similarity here and there. Gamefreak even designed Pokemon after other creatures, so it just seems somewhat silly to point a finger.
Last year after I showed off my brother the Steam Deck, he decided to sell most of his CS:GO skins and purchase with the money the Steam Deck (but 64gb model). It was one of his best decisions, because he was thinking of getting a cheap laptop to play simple games and do simple web browsing.
I'm more than happy about the Xbox version of Persona 3 Reloaded...It shocked me that Xbox was getting some more Atlus love! If anything, I would hope Atlus saves the effort for a successor to the Nintendo Switch, which seems to be in the hands of some dev studios (based on rumors).
If it's optional, I don't mind if multiplayer is being considered. However, I want them to focus fully on making a rich single-player experience (my personal preference for games) as a lot of games that just shoehorned in multiplayer were lacking in the single-player experience. My interest is always diminished by the mention of multiplayer, I will take a wait and see approach when this sequel is released and reviewed before forming a real opinion.
I think even the more compelling games I've played used fast travel...Not as an excuse to reduce exposure to a tedious world, but to respect a gamer's time! I prefer fast travel to hubs and allowing me to make a short journey to wherever my next objective is. No Man's Sky has my favorite system for fast travel: Teleportation Portals which you can use to create a network of fast travel spots. It makes exploring previously settled planets a lot easier but still encourages the player to explore their unique universe. It's limited, but in an elegant way which I find to be pleasing.
I can only think of one game that made travel boring: Skyrim. The main reason is that once you've experienced one random event...You've seen them all as there's no flavor to those random on the road events. Fast Travel to any point on the map was designed to hide the blandness of Skyrim.
Even Hideaki must realize that travelling the same road repeatedly will become dull because one can only pack so many random events in a game...I hope that he makes for an option to even avoid that level of tedium in the extremely late/post-game. Else his game will become the very thing he's critiquing.
This isn't a necessity for Riot; the American Gaming Corporations are addicted to layoffs because it's a naked display of their power. If they were made to take responsibility for their bad financial decisions, CEOs and other corporate leeches would have their unnecessarily high pay cut.
It's a fair point. I completely forgot fast travel was a thing when I played Spider-man because I enjoyed swinging around. I think teleportation is often used as a crutch to get around the fact that travel does tend to be boring (hello Bethesda).
Open world games need two types of fast travel. The first is your standard type, which is pretty much a teleportation ability. That should be greatly limited. At most, just for cases where you need to travel across the entire map, and should be hidden behind some kind of in-game explanation like "you're taking a boat/plane/subway" or whatever.
The other one should be some way of moving really fast across the map so previously explored areas aren't a chore to move across. Literally fast travel, and not teleportation. And no, conventional solutions like horses or cars is still not fast enough. It's still minutes of mindlessly moving from point A to B in most cases. It needs to be truly fast. Spiderman 2 actually did explore this concept pretty well, with ideas like catapulting yourself or using a wingsuit to glide long distances. Other games need to come up with someway of allow players to cross huge distances in in a few seconds.
100% agree, lots of open world games these days make the only reason to explore so that you can find the fast travel beacon so you never have to explore the “open world” again.
It hides shitty and half assed world building though so I guess devs got that going for them.
I think it is more of a gameplay issue than a world building issue.
Fast travel solves a problem the developers create, needing to be in specific locations regularly to accomplish specific tasks. If you don't need to be anywhere in particular to offload collected items or to craft stuff, or return to someone to turn in quests to level, then you can just spend the time exploring at whatever pace you want.
Game design that makes repetitive travel necessary is when fast travel becomes necessary to avoid tedium.
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