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I just got annoyed and looked up a guide to make sure I didn't miss anything, cause some bosses don't even show up unless you're walking around in their arena (Hippo and water Loong as an example) and the area doesn't stand out that much so you might not know to stop unlike the Rhino boss where it's obvious you're supposed to go there.
This game is linear with relatively small zones for exploration and it should have stuck to that, open world isn't a great fit.
You could use all the spoilers you can get you have literally whined about every damn chapter in this game with your boohoo posts. Obviously many people have beaten the game without issues and ive did just fine also its a exploration game you dont need a damn map. Learn to explore and play the game instead of googling everything. Thank god they gave you the fan before you got to Erlang or you would be crying about not having that also.
however, I also think some sort of orientation is needed in wukong, probably a map like the one in TLOU2?
Having to rely on guides means I didn't pay attention (or be a thorough discoverer) as the player, or the level is poorly designed. Sadly it is more often the latter for me. The game is *so* fun still.
This is my game of the year but level navigation is one of the main legit criticisms I have along with poor system latency with ue5.
Yeah some of the secrets are literally near impossible to trigger outside of looking stuff up and that's annoying. It seems like more and more games are made for streamers and studios to get engagement. Like wondering wight head slam chapter 2.
I always liked having secrets to find in OG legend of Zelda as a kid. It would take months. Now it's an instant click away with the answers being given out in droves.
wu kong is indie material.