Unfortunately, I can't really take part in this debate since I don't get to play the game till tomorrow. But you really are taking people head on aren't you?
Fun to watch!
I don't even want to turn it into a fight or anything. I cannot even believe I am defending a Killzone game ever, everyone who knows me knows I am no friend of the series. But in this case, I feel obligated to.
People are so used to everything being spelled out for them that if, as seems to be the case for some of the detractors, they have to scan the horizon for an objective marker and they don't immediately locate it in a second or two, it's somehow a damning indictment over the game's design. That if you have to wander and actually scan your horizons and try to locate the best path for you, that suddenly the game is aimless and poorly designed.
Here is why Killzone: Shadow Fall is
not poorly designed, although it's by no means perfect. There are tons of annoying quirks, but by and large this is why it works:
It's nonlinear gameplay is very often in complete service to the level of your gameplay options. It supports and accommodates many different play styles, from stealthy to distance to action. This flexibility means that my experience of playing the game may vary greatly from playthrough the playthrough. It also means I have room for experimentation, figuring out the most efficient way to tackle moments, or simply the way that provides me the most enjoyment. Ergo, some places may be more fun to snipe people, other places may be more fun to sneak in.
Killzone: Shadowfall facilitates this expertly, most of the time. Contrary to people saying it's aimless or wandering, it is extremely consistent in the way it is laid out to accommodate several different play styles. Never once have I encountered any of these problems people have said, because it wasn't hard. If I thought it were complicated I would say so. instead, it's so easy that I have come into this thread SHOCKED at some of the responses, and therefore feel compelled to defend it.
If it gets any easier than this, we'll have to revert to yet more linear slogcrawls through nonsense design that make up 98% of FPS game design. I am so glad this exists, a welcome reprieve from most FPS game design.
MTHanded said:
I'd let this go if multiple people in this thread did not agree with me.
An appeal to a majority or a minority is not a good argument. I can find people that agree with me too. That's not really worth consideration in the realm of whether our positions have merit or not.
The reason I mentioned the TV is because someone earlier said it was difficult to see on small TVs. Since I never had difficulty locating, I was trying to figure out if that might have been it. I wasn't trying to imply you should have a TV that size, but say that maybe the tracker is visible on the larger sets easily but not on the smaller ones, which would explain why I can easily locate it and others may not. Which would then still make it a problem with the game.