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by Rafiki 12/21/2015, 2:53pm PST |
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Between this and GTA 5 we've reached peak open world. There's a point of diminishing returns in creating a large world in that the bigger it gets the more space there is filled with nothing to do. Hundreds of square miles to grapple and parachute over that I don't really want to stop and look at and provides no reason for me to do so, slaved over by people that will never have their work appreciated. Then they have to add in fast travel because of how much it sucks to spend 20 minutes crossing it with nothing happening.
Random base destruction is fun to a point, but starts to become a chore. Weird that I felt less this way about JC2 when they're basically the same game, but I guess it was because I spread JC2 out over quite a while.
The main missions were pretty fun, more fun than random open world destruction, because they were specifically crafted to be enjoyable scenarios. This reminds me of a conversation I was having with a friend about LA Noire when we were talking about why we hated it so much, specifically the chase scenes. All of the chase scenes were on rails and were set in a meticulously recreated 1940s LA, which it turns out is a pretty boring place to have a chase because city planners didn't have that in mind when handling city expansion. My friend made the point of how much better those sequences (and the game in general) would have been if instead of a scale model of the real world it just had arbitrary levels that were designed to be as fun as possible. This also reminds me of when Bungie was bragging that they had real architects collaborate on level design in Oni, and then we all found out real buildings are dull. So I guess what I'm getting at is: games are more fun when someone designs them to be.
The final boss fight was dumb. There could have been a huge firefight with lots of enemies and explosions and destruction taking advantage of everything in the game, but instead it's a guy in a helicopter you can grapple into the ground so it explodes. I won in 10 seconds. |
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