thenerdstash.com/star-wars-outlaws-hands-on-preview-deja-vu-from-a-long-time-ago/
I don't know... Sometimes I think people expect too much from this game. If it's a fun adventure game set in Star Wars, I'm fine with it.
I don't need it to break the mold, to be super innovative. I just want it to be fun.
Uncharted in the galaxy far, far away? Yeah, I've been waiting for it since 1313. I don't care if it's 10 years too late.
I feel like people only say innovation when it’s Ubisoft, nobody was complaining when horizon forbidden west happened.
There was a ton of complaining about HFW being too checklist open world when it came out… it was continuously compared to Elden ring negatively.
And to botw for the first one
People are too critical of games imho. A game having a checklist of things to do isn't a bad thing.
Right? I see people complaining no matter what. "I like this game because it doesn't hold your hand" and then the next game majority online complain it doesn't hold your hand enough and they were lost and confused where to go next. There's seriously no winning if average people and developers go by the circle jerks in comment sections. The latest I'm seeing is a shift away from open world games to more linear and it's the same dichotomy
That's what happens when you have millions of people playing your game. People are going to have differing opinions and expectations and the only question is how many are going to bother commenting online about it.
The internet is just one angry guy
I'd like to see games built to be "discovered", but offer an optional "guided mode" that gives more comprehensive objective markers and puzzle solutions for players who just want to unwind for an hour or two after putting the kids to bed.
Last year's Avatar game actually did a pretty good job of this. You can turn off most of the HUD and hints, and it's clear the game was actually designed to be played like this. All the assistance was added after the fact to appease those who want or need it. Some games that let you turn these things off become way too hard, because they weren't designed without that assistance in mind in the first place.
It is when the things on that checklist feel like boring busywork, which happens a lot with Ubisoft games. Assassin's Creed Odyssey was loaded to the hilt with filler like that.
I think Odyssey broke the mold on that issue. There was tons of content but all of it felt meaningful.
I dunno, I felt like I had to spend way too much time doing stuff I didn't care about to keep up with the main quest level requirements. It did have some pretty good side quests though, I'll give it that.
I think a big part of my problem is that the open world was just too big while not being as dense as prior AC games. I spent a lot of time just walking/horse riding to the next thing on my checklist.
As they should be. I guess you're not tired of copy-pasted Ubisoft formula and 'go to this tower to unlock part of map', but most people are after 4 or 5 titles with such mechanics.
Most people aren’t tired of it or these games wouldn’t be selling like hotcakes all the time lol
. I guess you're not tired of copy-pasted Ubisoft formula and 'go to this ** tower**
When was the last time ubisoft used towers...?
I guess assassins creed... But even that is such a small, quick thing to do now, the criticism doesn't hold up.
No I'm not tired of games that I can choose not to play.
I have absolutely no issue with the idea of having to go to a place to unlock more of a map. It's a video game. Fucking elden ring does this too but nobody is complaining about that because it's just good game design.
People who are interested in the IP having to choose not to play isn’t a good feeling. This is literally what people are lamenting that you completely missed.
The issue with checklists, like you’ve noticed, is it can be done poorly or well. In the case of Elden Ring, it is just as much a checklist for completionists as it is a story element, world building, and an adventure for others. It appeals to every facet of gaming. In contrast most Ubisoft games including many AC and FarCry titles only focus on the completionist aspect and not on the substance of adding map segments. Therefore it ends up feeling tedious and hollow for most.
It’s up to you where you spend your money but there is very good criticism for this gameplay from this specific company with history to back it up.
If you're interested in an ubisoft IP then you would presumably not have problems with their game design philosophy.
AC games haven't had that structure since before Odyssey, Far Cry is has always been this and has always been good as a result, the division is nothing like what you suggest, nor is any rabbids game, or rayman.
I think you're being hyperbolic.
which is always funny because elden ring isn't exactly any different when you actually get down to it. the *only* difference is it not having things besides towe- map fragment stones on the map, but the checklist aspect is still very much there collecting erdtree seeds, tears, etc