OrangeMKN wrote:Jenuall wrote:One thing I would have loved would have been for them to have just a little bit more faith in the player in terms of the main progression - it's all tied down to the leads just a bit too much for my liking, with more freedom and less hand holding achieving the final outcome would have been more satisfying IMO.
I can 100% see why they went down this route though, way more accessible for a wider audience
I think they've hit a good balance in that, once I got past the opening tutorially bit (ends with unlocking residium) I haven't been tracking any of the leads, only referring back to the menu when I need a reminder. I like it giving the checklist of "things you should know about to do" when selecting your destination at each time of day, that for me is the right level of QOL guidance without feeling like I'm just moving between waypoints at the game's command. The game is obviously set up for you to discover things in your own order, that's enough for me to feel like I have player agency.
I like how some of the code inputs require you to work them out yourself too, only becoming "known" once you get them right manually, rather than all of them just going straight to auto-input once you've found the clues.
Yeah there have been some fun things for the player to actually work out on their own - the
Updaam safe puzzle was quite a cool example of that.
I've not tracked any leads either, but there's still a bit too much hand-holding at times. I think what I would have preferred is:
* Fewer popups on the UI - when a lead is progressed it splats something up that explains the development in a slightly too "on the nose" way for me (in all honesty I've not dug into how customisable this is - I've disabled objective markers but that's it so far)
* Not so much reaction from Colt at these points, even though his VO is sublime it still a bit too blatant: "oh ho ho, now I know what to do - get VISIONARY X to COME OUT OF HIDING, by DOING Y with the EQUIPMENT IN LOCATION Z at NOON!" hint hint!
* Similarly I think the little animations when you leave an area after pushing a lead forward are a but much as well, spelling out exactly what you need to do at times jut in case you missed it. But again, these are cute as hell so losing them would be a shame!
Essentially I just think that so far I would have got greater satisfaction out of things because I had been allowed to complete the detective element myself - discovered the info, pieced it together, formed a theory and tested it out myself. There have been many times when I've been reading a note and thought "ooh, now that gives me an idea..." only for something to pop up as soon as I close the note which basically says "yeah do that m8" and slightly undercuts the thrill!