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curl-6 said:
Mike321 said:
curl-6 said:

Thanks. Problem is, to do Chapter 11, I have to first do a quest that requires me to grind Affinity with that gormless noob Gwin.

I think I need a break from this game... (76 hours in and haven't played much else for weeks)

Funny story, I found an article called "thing I wish I knew before playing XCX" while searching for some items drop rates and the dude that wrote it said that affinity with Gwin was neccesary for chapter 11. I made some missions with Gwin and when I finally made it to the chapter I already had the neccesary affinity.

It is annoying to lock certain missions behind mandatory affinity (especially with characters like Gwin)

Yeah, while I really like the game as a whole, it does have a lot of small annoyances.

It's like 90% brilliant, 10% terrible.

I wouldn't say 10% terrible.  After playing Two Worlds, I reserve the "t" word for dire circumstances :P

More like 10% "why?"  You know, those design choices that make you scratch your head a bit.  On the one hand, I 100% welcome a game with a pace and structure that demands you think ahead, plan your approach, and play at a certain pace as opposed to the mamby pamby "play it your way" sandboxes.  On the other hand, progress gates make different degrees of sense.  Some are sensible, introducing characters or setting up situations.  The survay rate one makes perfect sense of course since FronteirNav is how you find the life hold and the story progressing without it would be nonsensical.  But others feel somewhat arbitrary.  I do think just removing affinity requirements for mandatory affinity missions when you reach their point in the story would be good.  Like make it so the req is 3 hearts of affinity OR complete [x] chapter.