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That's what got me sick of the story before it began. It's the "Proper Noun dump" style of storytelling where they have to make up new/lesser-used words for common fantasy terms like wizards or mages by calling them "weavers". They do it to make their setting unique but all it does for me is make it feel even more generic because there's nothing for me to latch onto as a solid motivation. I'm too busy, trying to keep track of a bunch of factions and places I don't even have a frame of reference for yet, to truly care about any of it.
And Vox Machina is a good description for the cutscene after it zooms out from the book, because the first thing you see after the protag looks out of the wagon is a group of what looks like a bunch of theater kid's D&D PCs.
Getting into the actual gameplay didn't wow me either with the slip and slide movement and the usual "we watched Dark Souls on Youtube at 480p for a few hours before making our combat".
Albeit I do agree with the story being a bit lacking so far, especially when it comes to setting up the premises and even the whole point of the "adventure" to begin with... The terminology is not really all that new. Especially when it comes to using "weaver" for spellcaster. It actually makes more sense to call them "weavers" in this case since they are lacking abilities of their own, but can tap into and weave the abilities of monsters instead; there are also many other media that use the term weaver or weaving as either a general term for the practice of magic or to distinguish a specific branch of magic users.
But that is not to disagree that so far most of the aspects were lacking - yet I would still rather give a chance to this than to DA:V as it at least tries to make its own IP and be its own game; and I pretty much would like a bit of a monster hunter scratch before Wilds release.
It's a demo, guys. Nothing about it is feature complete. And if using "weaver" instead of mage/wizard/sorcerer/sorceress to describe magic users really bothers you that much, you're just being ridiculously picky and gatekeeper-esque at that point.
"Too many factions", "cooldown on the guidance tool", "too many new words that don't fit the fantasy world that I think it should be", "too much exploration", "story isn't explained within the first 30 seconds of the game", "the lore is uninspired and they just dump it on you", "I have to actually engage in battles with the colossi and can't kill them in 3 hits", "this looks and feels like a new studio".
And you wonder why new studios barely take any risks nowadays. None of your feedback is constructive. Every bit of it (comments too) is "game bad, don't touch, would refund" before ever even touching the full release of the game. Gaming has become a cesspool of the vocal minority that only come to forums like these to trash on games because they aren't 'perfect' in their eyes. And, sadly, those are the only voices that get heard because very few people actually come to these forums unless they have something negative to say (and very rarely is it constructive feedback). The people that enjoy the game? Well, they're too busy playing it to no-life a negative forum.
Reminds me of that movie, John Carter, where they just have silly fantasy names for absolutely everything.
This studio isn't taking risks. It's poorly imitating other games' design choices and melting them into a chef's blend of mediocrity. You smell like an undercover developer account.
And as for your "it's a demo" defense--yeah, it's a demo, i.e. the developers' best consumer-facing sales pitch. And it blows. I don't know how much you $$ invested in Yellow Brick, but just admit that your money is gone and move on.
And as someone who despises climbable bosses, it felt really great here.
Also, just because you learned somewhere the term "sales pitch" doesn't make you sound smart if you use it at random places...
Art style can be seen without installing demo, from there you can define if it's your taste.
The guiding tool can be upgraded about 1hr into the game to have no cooldown. WIth no cooldown on the tool, I don't see a problem with it showing direct path. It directs me past this gap? Ok, I'll make a ice bridge to traverse it. Though I can see some wanting step by step guidance, to each their own taste. My guess is they want players go off path and explore more or use their imagination.
This game just throws narrative tripe at you and then drops you into an Unreal Engine test map to putz about. This is not good game design.
I'm curious, though: anyone know where to see stock UE assets? I want to see how much of it is just the baseline stuff you get - but I'm not finding a site that shows these assets.