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Not to mention people already witnessing pawns doing things like walking off ledges or taking a 'shortcut' by jumping off a huge chasm to you at the bottom (if you used vocation moves to reduce fall damage, they follow behind you somehow).
The Resident Evil remakes were flawless in optimization. They seem to just not be able to make an open world game properly.
Yeah, this is pretty pathetic. Super immersion breaking as well. Makes zero sense.
I didn't realize how stupid they were till I saw this...in combat...they're a complete mess...the dots connect every once in a while but 90% of the time...they're worse than other games help.
Fighting is stupid too...was fighting an ogre and this ♥♥♥♥♥♥♥ dragged my pawn like half a mile while I chased it...I was pissed. Then it dragged me next to some hostile humans and the humans completely ignored the 20 foot ogre and attacked me...Like WTF...The second time I fought it it literally just back dove into the water 10 seconds into the fight for no reason lol...I got all ready for fight two too lol and the thing just up and backsplashes and kills itself.
Not one time was I like whoa...to any A.I. in this game...they are just crazy and all over the place. No method to the madness at all
So yea, it does kill performance a bit in cities. I wouldn't change it though, even if the NPC's are walking memes.
It's the fact that Capcom isn't good at scheduling and managing NPCs in open world games, because they've always had instanced maps or worlds where NPCs are solely in limited areas.
For instance Dragon's Dogma 1 was entirely instanced, the only exception were the caves and dungeons but generally you transition as you travel down in those. There's very very little NPCs off the beaten path in that game because you don't have pawns wandering everywhere around you.
And now the next thing I wondered about, are why is there pawn everywhere in the middle of nowhere, only to 'help' you fight as a extra person, or to create fights in the middle of nowhere as you walk by?
All those NPCs are not really 'travelling' across the map in real time mind you, only a handful are and it's not realistic. It's just coordinates that shifts as the time of day changes (there's a certain timer for each period of the day).
Like if the timer fades and the player isn't near this NPC's location, it teleports to the next spot. This way it will look like they are ahead of you if you run towards the location when they fade in.
None of these are super complex for a competent game programmer, it's just Capcom not having a optimal way to manage them. And another thing to consider is how corporations run game studios... Some of them tend to want hundreds of employees for the work of a few.
It contains a lot of invisible walls and such around mountains, forcing you to explore only where roads exists for the most part.
If there's any open fields, it's only in a strictly limited areas, as it's a lot of roads in hilly terrain for the most part.
In terms of 'reachable' area, the game world is actually smaller than Skyrim's overworld.
You have a massive sea in the middle of the map that doesn't seem to be utilized for instance, it's just a empty sea as you can't swim due to the brine.