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It does also allow players to experiment with different builds, classes, items, etc without having to start the entire 30 hour campaign over again.
Hope that clears up the design choice behind it! Thanks for the feedback either way! Even in cases where features are intrinsically linked to the core of the game, we still want to hear how players feel, so thank you! :)
Or maybe they decided that mode wasn't popular?
This way is pretty good imo because you are not thrown into the game immediately with haunts and everything else (atleast from my first chapter playthrough). The chapter system gets players familiar with game mechanics before making the game harder as you progress.
I agree with the op. Not gunna lie this fact really took out a lot of what made FTK1 so memorable. I understand that the segmentation of the game from what you said is necessary, and having to commit players to a 30hr long campaign could seem like a lot but me and everyone i know who has this game feels that the chapters and their conclusions are too short and actually diminish the feelings you get from adventuring with your character. The conclusion of FTK1 where you lose your characters and are made into hero's is great and makes your adventure feel complete. Having to restart every chapter because your 6-8hr chunk of the story is over feels disheartening. I like the game but is it possible that some sort of setting could be added to string the chapters together should we want to?
I agree 100% with this sentiment. I don't think splitting the story into chapters is necessarily a bad take either but the frequency at which it happens is too much. Being forced to remake a character 6 different times really dampens the experience versus if the game were split into two longer chapters for example.