That was a condensed expample, but it would be A LOT better wih something like that in.īut this is not my only complaint. You're expect something in the journal like "The loser now wants me to find a bottle of wine from the sunken outskirts" etc. How am I supposed to remember that if I have to proceed 6 hr into the main quest before having the ability to access the corresponding area?Īgreed. The best example to illustrate this problem is the Loser side quest, where you are required to obtain multiple items from different areas that the player may or may not have access to at the moment he took the quest.Īnd the worst part is the NPC only tells the player once where to find the item he needs and refuses to talk to the player until he retrieves the item. And the game gives absolutely zero information to help the player to recall his/her memory. If the player decided to take a break or multiple quests at once, he would have forgotten where to go or what to do next when he returns. Often, the NPC just tells you to go somewhere to find some stuff or do something and that's it. Why does it have to record things that the player HAS DONE, instead of what SHOULD BE DONE NEXT? I appreciate that the Devs managed to make the journal lore-friendly and the art style is excellent.īut the issue is that it is not doing what a journal should do.
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