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That's a bad thing how, exactly? Imitation is the strongest form of flattery and if a system worked in one game, it can work in others and it works really well in eternal strands.
Could have fooled me.
I can recommend playing gow on give me god of war. You'll understand what well designed mechancis are very quickly.
You are wrong, but at the same time you’re right. You don’t suspect these devs are coming from big studios and they had big jobs there - Mike Laidlaw is one example. We don’t know why they were quitting (or fired?), but we know they were involved with Ubisoft, which is sinking today like a leaking boat and yet again, we don’t know who was playing which part in making those holes.
I feel it's important to mention that while Mike laidlaw was involved with ubisoft he had left the company 5 years ago and was only working thier from 2018 to early 2020, also it's been confirmed that laidlaw left ubisoft of his own volition, idk what that would have to do with current ubisoft today but I felt that context needed to be added
Frédéric St-Laurent B. - Game Director Co-Founder at Yellow Brick Games Inc. - 10 years at Ubisoft. Matthieu Pierrot - Senior Gameplay/AI/Animation/Physics Programmer - 7 years in Ubisoft.
Easy to continue the list yourself, especially if you know that much already.
It’s not like Ubisoft's decline suddenly started yesterday. For the sake of being fair: they did produce good games. Splinter Cell Blacklist had very good mechanics, especially in co-op. Immortals Fenyx Rising (btw, not that far away from what Eternal Strands is trying to do) had good humor. Assassin’s Creed 3 was a turn on the franchise with a good story and the introduction of the ship they were reusing in Rogue - but after that what?
OK, those ppl might have quit Ubisoft years ago, but nowadays in their new game they continue to do the same - and that is important.
Too much salt is not good for you.