Vodacixi said:
Yeah, that's pretty much what linear means: you follow one predetermined path. Dread tricks you into thinking you are making choices on where to go or discovering a certain path. In reality, most of the time once you get a new upgrade the game does one of these things: putting you in a point of no return, guiding you through a teleporter that will take you near your next objective or pretend to give you multiple paths to follow, but only one of them providing actual progress. All of these scenarios leave you with one actual real path to go: the intended path. You can try to go elsewhere, but you'll end up being blocked in one way or another. The fact that the game doesn't explicitly tell you where to go via text or with a big rounded mark on the map doesn't mean it's not guiding you through the path and making you do what it wants. Now, that's not a bad thing per se. I loved Dread. I loved Fusion. I loved Zero Mission. But I'm not gonna pretend they are open world games. They aren't. And funniliy enough, they are great because they are mostly linear. |
What? We must have played different games. Now that I think about it, the game did do that once, at that moment where the world was freezing and all doors were frozen except the ones you needed to go through. Literally at any other moment, every time I got an upgrade I opened the map and chose where I wanted to go with the new ability, many times, the way forward was close to the upgrade, but I was never obligated or told to go there.







