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If anything, I'd actually prefer for it to become clumsier, not necessarily mechanically, but in animation and weight-wise, I feel like I wouldn't mind the restricted feeling if the character was reflecting it, the exoskeleton straining and Dolski making some remarks on how annoying it is to walk around in the suit.
To me it actually already felt like that a bit in the opening, it felt like the suit was made so that the crew could operate outside *at all*, not operate comfortably, but then you're given ability to just prance around with sprint and suspension of disbelief just flew out of the window.
For me, my feeling during the opening was "oh no, is this how it's going to be?" because the movement was so clunky. (Luckily those were not my final thoughts on the game, there was a lot to love in the demo)
Anyway, even if there are game design reasons (and not just budget/time reasons) to explain the restricted movement, I didn't get the feeling at all that there was any story- or in-world reason for it. It just felt like videogamey control clunkiness.
I feel like if it was done to reflect the burden/clumsiness of the character's equipment, a better way to handle it (ignoring budget and time restraints) would be something like what they did in Death Stranding, where the character might lose their balance or fall down in difficult terrain. (Not saying they should implement this btw, just an example of intentional equipment/traversal mechanic design).
I also wouldn't mind the movement being even clunkier in that sense, but that would take a lot more work. I imagine a dynamic, context sensitive, environment sensitive animation system must be a huge, expensive undertaking that requires skills that this studio might not have since their previous games are so different.
I don't mind the gameplay loop of having to find a long way first and then set up ways to make the trip shorter -- I wasn't trying to suggest we should be able to climb any cliff without equipment etc. It just feels outdated and immersion-breaking to be stopped by a small pile of rocks. Just a couple more traversal mechanics and animations would go a long way, I think.
Like honestly I get it, the game has so many different parts (the alter system, memory branching, base design/building, exploration, time & resource management etc) that it's way more feasible to just add invisible walls everywhere than to develop a dynamic movement system.
But I really wish they'll at least tweak it to me a little more dynamic.