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who would stop and shoot bottles when it lowers your loot per hour efficiency? Just take that out.
Come on... now your just stepping on my childhood.
Shooting innocent bottles is a time honored tradition
Hmm, I wouldn't believe it'd be possible, and I certainly wouldn't have gone looking for such a phenomenon in a game I criticized after playing for 5 hours.
I must admit that after many and many hours (10–15+), the game has only gotten better and better. Why it reared the developing clichés ugly head for the first 5 or so hours only to start shining much later is beyond me :D
Don't get me wrong, some of the reprobate stuff hasn't gone, but I now think that the reviewers had a similar experience as me, and on top of that, played only on normal.
Because you see:
1. Missions started to not only signalize the 'no turning back' points—if you've paid attention to the game's structure enough before, that is—but also introduce some of the path-interconnectedness. Whoa!
2. It seems that there are quite a few treasures that I didn't find. And here, I thought it was rather simple! Nice!
3. As far as the boss and the semi-boss (read: reused bosses with waves of lesser creatures) fights are considered, the combat has gotten much tougher. Even to the point of a proper, keyboard-through-the-window-throwing kind of frustration sometimes. Grrrr!
4. I tried playing on normal instead of hard for a while. Turns out, the game actually really feels boring that way. In normal, you can just button-mash and be done with it. On hard, healing is sparse or you have to fight for it, and you are forced to utilize most of the learned perks, acquired skills, understand how to use monsters against each other, and truly strategically choose which danger to get rid of first and how. Button mashing often results in accidental deaths. There's no shortage of that happening in under 3 seconds from the full HP bar. Generally, by a mere mob creature landing two weak strikes after you've forgotten to mind that somewhere behind your back a stronger enemy has probably just finished charging its extra-strong attack, eheh.
There are healing monsters, monsters healing other monsters, monsters killing you with one or two blows, monsters with damage-reflecting shields, swarming monsters, tank monsters with AoEs, some(!) delayed stunning attacks (oh how I hate you again :), and on top of that, often the semi-boss (or two!) with their own skill-set of shenanigans. Banzaaai!
'Obviously telegraphed' and 'signalized' is something different, mind you. It's not like there are simple, sane warnings like in the other games: "Finish your business elsewhere, this is the point of no return", I give you that. But things get better all the same. And really I wonder how many players have gotten only so far or stopped paying attention altogether, having been legitimately pissed at quite a few stupid designs before that started happening. Because, I repeat, the normalizing and all the better stuff starts to appear only much, much later in the game, which is baffling to say the least.
1. Before the player squeezes through crevices, climbs, vaults, etc., they should look to see if the signalization is from the other side as well. If the vaulting post has the same silver lining on the other side, then they can go, if not, care. If you just climbed to the top of the barn and are about to jump down from the other side, and there is only a bit of silver lining and no ladder up, obviously, don't enter that place, and go back to explore, etc.
2. The points of no return are only one or two on the whole map, and the maps get progressively larger and more interconnected, thus simply, potentially speaking, it gets better. Things like: the ladder ended abruptly, not allowing me to go back and I was afraid, only to find that the place actually had another entrance that led me back onto the map (i.e. the place was explorable from two sides).
3. It gets more obvious in the broad sense of the word too. As if the devs realized something, or there was some intent. For example: if you are exploring a village, you don't go and jump into a hole unless you've explored everything. As a player, you should have at least that much basic intution. Or there are total nobrainers like you are exploring a machinery post with a cart system, obviously, you don't enter the cart unless you've explored everything, etc.
The bad example from the beginnings:
Second mission: The player is exploring a deserted village with some barns, roads, a ranch, and some other places. They enter the destroyed ranch area through the vaulting post. It looks like just another place to explore, bam, point of no return. Bye bye.
I don't know what's going on, but I don't want to continue this.
Let others be the judge.
I wish you to have fun with whatever you have fun with, you don't have to force this upon yourself.
I repeat for one final time. It is bad, yes, I agree. Initially, though.
Few have nor should have the patience to get to the stages of the game where it gets better, but it does get much better, unfortunately only much later.