![]() ![]() The issue isn't roguelike vs open world, it's interesting content vs filler and slow progression/pacing systems. There's a plot, but it's doled out pretty slowly and is levelled content so you're forced to do a bunch of low stakes stuff just to keep your level in-line with the plot requirements. So if becoming "stronger" isn't a draw, then among the few incentives left is exploring new content - but a lot of that is the same content you've already seen with a different fetch quest or slightly different puzzle. Heck, even if you find something you really like you can only upgrade it's level I think a single time before it becomes level locked and soon obsolete. Instead the devs chose a Assassins Creed gear system they used since Origins where gear doesn't really matter, it all is temporary and placeholders until you can get something with more DPS. It's like the dev went from one gameplay extreme to another: tight minimalist roguelike to sprawling open world space sim and completely forgot about pacing and other necessaries.Įdit: Since this and other comments are getting downvoted, I'll ask this: what's the point of all the content here? In Skyrim and similar games with RPG mechanics part of the journey is to simply get stronger and access more adventures (content). The sequel is an open universe levelled slog, like Skyrim or something? All your gear gets obsolete as you level and you're constantly getting FedEx fetch quests side missions and other ? points of interest, but given the sheer volume a lot feels like padding. The first you could jump into and play in bursts while making meta progress. Yeah, unfortunately that's part of my issue with the sequel.
0 Comments
Leave a Reply. |