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https://steamcommunity.com/app/1681430/discussions/0/7257046178084701301/
Although Assassin's Creed does not have a mini-map, you can climb walls to advance, so after confirming the direction, you can go straight without obstacles in the middle.
But Banisher's path is limited. Even if you can see the landmarks, you may get lost on the trail, so you have to switch to the big map frequently.
It is very much like the reimagined God of War games in that respect as you can unlike shortcuts (ropes down previous unreachable cliff tops etc). The game also has fast travel which makes getting around easier as you open and expand the map but some of the markers to the waypoints are a bit of a pain to follow at times, resulting in me hitting dead ends and then having to back track and then realising I am either lost.
Not too frustrating, it's only happened a few times for me, so certainly not a game-breaker by any means but the option to have a local mini-map with navigation markers would perhaps be useful.
Perhaps because of the North American wilderness, the design of the scenes is very homogeneous and it is easy to get bored, but luckily Antea will chat with you all the way. As for the combat, it was very fresh at first, but then it felt very boring, and there wasn't much change.
In the nineteen hours I played the game, I only found it interesting when I came into contact with NPCs and started new plots. One of the reasons to spend more time wandering the wilderness is to explore every corner of the map. But the return on investment is low, usually for a small amount of material.
When you come to a fork in the road, you must first remember which road you want to take, because there may be a fork in the back of each road, and there are also forks in the back of these forks. If you want to make sure you've walked every road, check with a large map frequently.
This is a dividing point.
If players don’t want to explore these maps with high homogeneity in design and low return on investment. Then just follow the screen guide and go straight to the event point.
If you want to explore the land but only have a large map, it will take more time because you'll have to figure out which small areas you've visited and which ones you haven't. If there is a mini map, you can instantly grasp the current location and direction, whether you have walked or not, which is conducive to convenience in exploration, because frequent screen switching will affect the game experience.
Of course, as a player said, the mini map can be regarded as an optional option. You can choose whether to turn it on depending on your personal situation. Just like there are many thoughtful designs in the game options, such as accessibility options, night mode, HDD compatibility mode, subtitle background...etc. These are all designed to enhance the player's gaming experience.
Of course, there may be some players with very high IQs who will say that the HDD compatibility mode will destroy the SSD market... and so on.
Because the scene design of the North American wilderness is highly homogeneous, plus it is the first time to enter it. You have to take some time to recognize it, and sometimes you even end up back where you started if you take a different path. "Have I climbed here?" "Did I pass this road just now?"
In general, the incentive to explore is not strong, because the rewards obtained through exploration are not as good as imagined, and there is not much fun in it.