MissAshley said:
miracleofsound said:
MissAshley said:
miracleofsound said:
Darrkon Fearlock said:
Not to try and destroy Yahtzee's point with the RTS thing, but after the game came out Tim Schafer came out and said not to play it like an RTS and to play it more like a hack and slash with RTS elements. Like you should be down there a fair bit with your guys, you just need to replenish them every once in a while.
As I have been trying to point out for the last two weeks...
THAT SHOULD HAVE BEEN EXPLAINED IN THE GAME.
Or gamers could, you know, figure it out.
I'm not going to argue the point of the game not being intuitive, but as far as actual game-play goes, I'm struggling to comprehend how people are not figuring things out on their own. It seems a lot like complaining Earthbound only very vaguely tipping you off to Pray on the last fight. . .
Whatever happened to learning through exhausting option?
My guess is developers realised it wasn't all that fun.
Okay, let me frame this another way.
I'm not understanding how given a set of things to try, people aren't finding the things that work, or at least coming near understanding how the battles work. It's like having every weapon in a Megaman title on a multi-target boss and complaining half the weapons aren't working on half the targets.
I'm certainly not advocating games follow the first Zelda's example and encourage players painstakingly burn every single bush, but I can't understand how people aren't learning. The only way I can see this happening is if players are doing the same thing over and over again and failing. And if that's the case, what's causing these people to not try a different approach?
Not knowing that there is a different approach.
I spent hours exploring the world and I still had four solos to find when I finished the game. It would have been nice if the game had told me at some point 'these battles will be easier if you explore a bit more', or 'you can also gain solos from completing a whole load of sidequests'.
Take Mount Rockmore for example: 'Climb to the top of the HornThrower to customise Mt Rockmore'
At no point did the gane even hint to me that one of the stone devil horn hands was the location. In a game about metal, the horn thrower could have been anything. There were a lot of horns. There was barely any visual differentiation between it and all the other stone hands, it was not signposted significantly enough to stand out.
Also, every other landmark was non-interactive, so it just didn't occur that this one might be.
It's quite a small issue but the game was full of badly signposted or poorly explained elements.
It's appropriate that you mention Zelda, the last time I played a game with such cryptic signposting was Ocarina of Time.
Don't get me wrong though, I still loved it for the most part. Driving around a heavy metal landscape with Megadeth and Dimmu Borgir on the radio never got old.