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1. You can deactivate the traps, but only after you've gotten the bolt cutters. Which are presented relatively late given how many traps are there in the game from the start.
3. The shotgun is meant as a door breaching device in the game, there's even a hint photo that shows it as such. The problem is, you get the shotgun after 80 % of the game or even more and by that time, it's rendered useless as the majority of the doors to open are already opened by other means.
Overall, game has some pretty poor pacing as far as item distribution goes.
Well, I have the full map and roughly 80% of the areas explored, yet I'm still missing most of the key items, namely the bolt cutter, the screwdriver, and the shotgun. So this would explain my problem. Still, it's completely illogical why for example the shotgun is only accessible once you are almost finished with the game and opened nearly everything like you said. So yeah, item distribution seems like a huge problem.
Also, I don't get why there's a limit to your item box if you can just throw all your stuff to the ground near it and they won't even disappear. It would have been way more convenient just to give us a box with unlimited storage.
I have 1/3 of them open so far.
*is shocked to find out the entire game takes place in a bunker*
Yeah, now you're just making stuff up. The pacing and the abruptly ended story is what people take issue with. People like you who can't stomach criticism for indie games are absurd.
Didn't expect the game to be 20 hours lmao, but 6-8 would've been nice instead of the 2-4 you get out of even slow play.
What kind of argument is this? You dismissed everything I've said and resorted to some random playtime numbers that are irrelevent.
The game would've been fine at 2-3 hours if the story felt complete. That's my issue. The story feels rushed and like it doesn't do what it wants. You get everything spelled out for you in the notes, but when you actually experience the Roman tunnels, there's basically nothing in it - floating rocks and a mad soldier, that segment is over in 5 minutes and leads to nowhere. Same with the finale, regardless of the 3 endings, it ends up exactly the same. And the way it is ended and paced, it feels like a half of what the story wanted to tell.
Do you get that that's just your personal interpretation and not what it actually is? Unless you're a developer of the game with inner knowledge or if you happen to have some source where the developers are saying "this is just an escape game, story not important". Because judging by previous Frictional work (literally all of their games), story is a huge part of the theme. And given the amount of backstory, lore, notes, etc. in this one, it's no different here. It just falls flat, that's all.
I don't think this particularly ruins the game but it definitely does detract from the concept of being able to approach things in multiple ways.