TheGreenGiant
Banned
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
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