French noises: the game is blowing up and not without good reason. It’s beautiful (awful flickering hair TAA artefacts and weird gormless facial expressions aside), the story is more mature than the usual slop gamers settle for, the style is shamelessly traced from persona five’s notes but with unique aesthetic flair. I am a known “video game stories are mostly actively a negative addition” hater and I’ve been moved to tears. Shit slaps.

I just have one question, what is the point of all the hours you are meant to spend holding down sprint running backwards and forwards through a sequence of empty corridors waiting to find the next actually interesting thing? What does it add? The best defense I can think of is that it gives you time to listen to the great music?

The pacing is whack, it’s banging fight. 5 minutes twiddling a joystick and occasionally pressing X, banging fight, 5 minutes twiddling, amazing fight, story beat, time to stop having fun because the overworld section is next!

Can someone please explain?

  • P1d40n3 [he/him]@hexbear.net
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    4 days ago

    Having never played it (just wishlisted it on steam, lol), maybe those corridors are to hide loading times? The first God of War did that same thing very well.

    • insurgentrat [she/her, it/its]@hexbear.netOP
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      4 days ago

      There are already loading screens everywhere. I guess it might be hiding terrain popin. You could just put the fights close though, or even back to back.

      Story beat, chain of fights, story beat would be a strict improvement imho. Put all the pretty world stuff into the background of the fights/travel animations. It’s not like you can explore or interact with it anyway.

      Like the game has a jump button and mechanic along with animations and mechanics for grabbing ledges. The sole purpose of this has been, so far, optional bad platforming minigames that give pointless rewards and/or jumping at and sliding off invisible walls in a sequence of corridors.