Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yesterday I did the "end of the tunnel" challenge, and it was refreshing in the sense I could at least see where the hell I should be going..
The hardest part was learning the path as you mentioned since some checkpoints are far away or obscured by buildings or height differences.
I think being chased by night hunters really helps to add to the sense of urgency when completing them :D
The ones you where you're timed to pick up stuff were easy too, even the hard but the low level easy just running and jumping ones are a nightmare.
If it's not possible to complete them below a certain agility level, they shouldn't be available until you hit it.
Edit: typo good not food.
If there was like a holographic line or something you could follow it'd be better, or SOME kind of prompt. I get that they were trying to implement the whole "Freedom of Movement" thing that parkour is based around but that doesn't really count when there's only really one way to succeed at these challenges, and that's by perfectly following the non-defined path.