Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Even if the max was 50 plus the extra it still would be slow since there is backtracking, rng, and the spirits that are stabbed with objects animation.
Probably would of worked better as a semi open word game following KK and the gang's story using the Prelude as the main plot but expanded.
The mystery thriller genre may also hinder the game, as depending on the work, it can be a very slow burn without enough of a high note in action to captivate audiences. This slow burn can be seen in the running around, doing side quests, and especially in combat being designed around certain locations acting as instanced arenas for a set amount of conflict. Not enough to be a complete onslaught, but enough to induce tension.
The scale of said tension depends on difficulty. Tatari (Divine Punishment) Mode necessitates the pacing of the game, as you cannot simply level up there, and combat instances will always feel life-threatening to a degree.
As purely a game, it is average to meh, especially due to its gameplay predecessors, technical problems, and ZeniMax's reputation affecting it.
It could of worked as a mystery thriller if it wasn't set up as a open work collectathon game like Assassin's Creed or Far Cry. Like I said before a semi open word game would of worked so much better at keeping focus. Game can still have the side quests and the spirit collection thing but with more connection to the story itself and logical placement instead of all over the place. On the other hand the game could still be the same size but the collectathon part would have to be toned down a bunch for the world sized to serve a real purpose.
- The tanuki collection should of just been a quest.
- The pirade isnt as interesting as the first time you see and isnt even that important in the first place.
- The major torii gates are fine but the small ones that give beeds are just dumb.
- The majority of side quest are just dumb and the length of them (5 mins or less) makes them feel unimportant.
- The main character and his sister are not interesting and I dont even remember their names.
Tatari Mode is the ultimate difficulty, similar to BioShock: Infinite's 1999 Mode (Prior to Burial at Sea) or otherwise. It is a permanent difficulty setting for an entire playthrough that cannot be adjusted at any time, and disables XP progression. Otherwise, it may be treated like the Hard difficulty.
This leaves you at base health and stats. However, it appears there is still a way to gain Skill Points in the mode by finding certain rare collectables.
The mode prioritizes evasion, stealth, Perfect Blocks, and making use of whatever tools you have. If looking to Achievement hunt, getting everything completed at a lower difficulty is advised before doing a run of this mode.