Cerebralbore101 said:
Well, I thought the level design was kind of annoying. There were a lot of impassable bushes and brush, that it looked like you could go through, but served as invisible walls. Because of this it was difficult to find the edges of the level. Opening drawers, and cupboards for supplies was slow and tedious. The game wanted you to find collectibles, but did a lot of things to frustrate your hunt for them. Once you passed certain areas of a level a cutscene would trigger, or some other mechanic would keep you from backtracking. You really had little way of knowing when you passed the point of no return in a level. Add in the lack of the ability to hard save your game at any point, and you have a recipe for being locked out of finding collectibles in a level once you missed them. |
For me it was very easy to distinguish points of no return on TLOU2, places you had to hold the button to open/pass and areas where you would leave the map to go forward. Didn't miss a single thing because of this, the collectibles I missed (10%) were just due to being to hidden or myself thinking I checked that area fully without being true.

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."







