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Thematically, the game makes it abundantly clear that this first mission is relatively "safe" in that the route and the area I am visiting is "perpetually stable". It's also about a minute from the workshop; my tank is still full.
Mechanically, the player hasn't really been introduced into any lockout mechanisms yet, except by very limited third party exposition, nor have they had a chance to try a mission and seen what kind of irl time expenditure is required.
I just spent the last couple hours slowly working my way through this early part (I read everything and I am really slow right now can barely move), and my fans are humming away while this is paused (at least its not full throttle)... i dont feel like abandoning the progress and I really dont feel like repeating it. Im not gonna be one of the people who enjoys one of the game's core mini-gameplay-loops of picking a tool, destroying an environmental object, and collecting bits, rinse, repeat -im really here for the story. (Did you know sasquatch is REAL?)
But im not going to leave my fan ripping along while i try to sleep. ♥♥♥♥♥♥♥♥♥. Kids these days and their newfangled dagnabbit ideas.
What? Then I turn around and I see it teleported me through a giant barrier, both human and anomaly. Ok. Dont you think the player should have seen that part? Like maybe let them drive in, see how it works, see why its open sometimes and then not open anymore? Load screen me when the light turns green and the gate opens and I drive in, ffs....
How could you skip that player experience given its one of the core themes and mechanics in the game? Thats a mistake.
The random mechanics of the game do not really support one big open world. When you get further in the game you will start to drive alot more instead of scrapping every wrecked car.