![]() good puzzle games have been invoking this feeling in me forever, and obduction was a perfect example of that.Īnd the other big thing i had was (2) the world and culture of the world just felt so dry and devoid of life - there’s no civilization to uncover no little doll house to peer into. and as that repeatedly happens you’re left to marvel at just what the hell this game even *is*. but then you find another and it zooms out some more. ![]() if you didn’t know any better, the implicit language of the game is telling you that you’ve seen everything there is to see. in elden ring, when you first unlock the map, its only zoomed in on the chunk that you own. Let me put it another way, because it might help describe my personality and why it bothered me. as it is in firmament, everything sectioned into discrete worlds and each world being further sectioned into discrete second visits: the bounds of the game were too obvious/predicable. ![]() yes it can be tedious in some games when you’re exploring an area and you can’t do anything yet, but like i said earlier, there’s something special about imagining like you could, or like you’re slowly uncovering something organic. the puzzles and upgrades being completely and explicitly tied to different biomes made the game feel very predictable. I basically have two big problems, and neither are per-se bad on paper, it’s just they didn’t hit for me in execution.ġ. like, it was basically the core idea of the witness, and that game is a marvel. Click to shrink.yeah the tool kind of limits my ability to let my imagination run wild and makes the world feel more explicitly dead (versus it just being implicitly uninteractive).
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