Mission structure in games really break up the flow.

For some genres (tactical type).. the above structure really works but in other instances; I find that the mission structure really breaks up the game into chunks and I find it difficult to engage in. Especially in the 2 examples I'm listing. The fact that each chapter comes in rapid succession really hollows up / breaks flow. In a title like Ogre Battle / Tactics - the breakup allows a mental respite from planning / tactical strategy so it work.

Examples.

Devil May Cry 1. Played for like 3 hours and got sick of it. The fact that Capcom decided to break the game into chapters really threw my mojo. The story didn't flow because of the chapter breaks... I don't see why they needed it as well.

and now

Megaman X Command Mission

hohum easy - corridors + bland encounters makes this game already very bleh. But when I booted it up. Chapter 1... Chapter 2... I am now at the point where I don't want to play the title - the game really doesn't help the case.

by the way.

Megaman X CM review:

rescued Nana. About 3 hours in

gameplay c-
graphics a
audio c-
longevity c-
overall c-

Dragona might be right about this one :(
 
Chapters in games like La Pucelle or Disgaea did not seem to bother me.

I see your point about DMC
 
I actually liked the chapter segments in DMC. It was some much needed down time admid all the action, cuts out the save / reload that you'd be doing everytime a boss kicked your ass and lent itself to the point system where you could try to better your score in a certain area.

DMC was a throwback to the 8-bit days, the mission structure was part of that.

Of course i didn't really see the game as having a 'story' either. I mean it did, but it wasn't exactly complex or hard to follow.
 
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