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Hiku said:
DonFerrari said:

I would say it is something you don`t directly notice but greatly improves your enjoyment of the game. Just like TLOU was so well made on the load time management with it loading what came next using the transitions that you barely noticed the loading the first time you are enjoying the game. Some stuff of the creativity and tricks may be lost with this new concept.

I don't feel like it greatly improved it for me, but the risk with this approach is that you can paint yourself into a corner if you run into issues.
What I do think would greatly enhance my experience was for example more work on the UI (when you get a new skill, the game asks you if you want to equip it but didn't show what you had on before. Doesn't let you test it, only shows a demo video playing), better world building (there was plenty of lore, but very few characters you interact with), more focus on the writing (seems like it was presented a lot better than it was written.)

Improving these things don't pose any similar risks if they run into issues. And for me at least, I would have much preferred dev time went into some other things. The Chaos Blades for example were apparently added in almost last minute.

Those are more of design choices, like they could have done all you asked without changing the one shot or anything else really. They just either didn`t imagine or didn`t care to implement.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."