You’re lucky if the game has reasonable climate progression like this. Most games the frozen zone is right next to forest zone which is right next to the volcano zone.
I had to take another look to see if they’ve shat the tree up worse somehow. But, no, it’s the same. The tree isn’t complicated to read or even that hard to understand. It’s a tree: you start at the base and make decisions at the branches.
Perhaps it’s an extension of people getting paralyzed by decisions, which I don’t experience, but it’s only difficult if you are in the strange position of “knowing enough about the passive tree to know a build/specific passive exists” but also don’t know the tree enough to figure out how to get there.
There have been a number of voxel shooter that have shipped lowkey since Minecraft that attempted to add block placement to the team v team ticket shooter, e.g. Ace of Spades.
Oh boy, can’t wait for modders to dress it up as various star wars speeders. I’m looking forward to play all the star wars mods but i refuse to pay full price for that thing
What do you mean “same combat”, like Amalur made some novel innovation? They’re both just 3D, third-person action combat; it’s a mechanic. This is like knocking Fallout New Vegas because it still had you shooting guns, and we already shot guns in Fallout 3.
The game looks disappointing for plenty of legitimate reasons, so let’s stick to those.
The level scaling was what killed the game for me. Why am I going back to zones I trekked through nearly naked at the start of the game and having the exact same level of fight when I’m geared up? It cut the ankles out from any feelings of progression I might have felt. All for the sake of an open world that I didn’t ask for and wasn’t enthused about playing through. The open-world didn’t serve the story any better amd only brought negatives. Even if they wanted to give you freedom to explore, the story (from what I played was already laid out in tiers. Why not have those zones’ levels bracketed around those story tiers.