Nightengale
Member
There are some pretty serious design issues and some strange oversights that I know some find unforgivable.
I hope RAD (OneLetter, post if you're okay) can see through much of the nonsense that permutes the criticisms regarding this game ( pls don't read Eurogamer's trash about branching narrative choices ), and see the areas of the game where it's really a matter of "if we did option A instead of B, it could've gone a long way in making the game feel better."
Eg. I'm sure I can criticize them a ton on stuff like lack of dynamic AI, more enemy variety, wanting better lycan encounters, better combat arena designs, but that's basic stuff that any designer will know (improve the foundation of all existing aspects), but none of that are things they could've changed in the last 6 months of development.
For better or worse, there were some things they decided upon, and to meet the release milestone, that's what they have to go with.
But for stuff like how aggressively the camera cuts when executing melee? How unnecessarily lengthy some melee take-downs are? How there's prompts for practically everything? How the tutorials keep popping up? How stealth take-downs require timed presses? How there's what I feel are unnecessary prompts in some cutscenes? (using only the blackwater prompt in the lycan E3 trailer as an example )
All these are things that are a lot more flexible to adjust during development, and I feel like with all of the above, they made a wrong design choice. If they had made better design choices for all of the above, I feel like that could've easily added a 0.5 to the score average, just by reducing the small annoyances.
If I look at another game for example, that I think small design choices could had drastically affected the impressions of that game... I think TLoU for example. I look at back TLoU, and I see a game that practically avoided almost every bad design choice feasible. Had Ellie been discoverable, I think a lot of people would've found the combat and stealth to be frustrating more than tense. Imagine if every dialogue prompts with Ellie turned into a cutscene with a highly directed camera moment instead of just having it talk during gameplay.
It's in all the little things.