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"... and this is a problem because you need to destroy them to progress."
It's more of a situational thing. New players will see that you can damage them and try to destroy them, and probably fail. Either they will know to destroy them from the community or be happy beating the game as it is.
If you're good enough to manage ammo and the like so that you CAN destroy the generators, you can loop. They are a difficulty filter. If you're not good enought to break them, you're not good enough to loop. (That doesn't mean you can't get unlucky and not be able to break them, however)
How does them lighting up tell you that you have to destroy them to progress? Them lighting up just promotes them from a prop to a dynamic prop.
Didn't know about the groaning as I play on mute.
I still see no reason why you would shoot those during the fight. The boss if right there, and he takes damage when I shoot him. Why would I start shooting the props around him instead? This mechanic is also not present in any another part of the game.
Again: You assume too much, and the only reason you conclude the things you do is because you know this already. You understand that you have to shoot them, so the dots are already connected. Tell me: Were you told about this mechanic, or did you work it out yourself, through deduction and NOT pure luck?
I never said that it was the only unique mechanic, only that destryoing props is not required elsewhere.
Read what you're replying to.
Anyway, there a difference between being able to continue playing and going to a ♥♥♥♥♥♥♥ easter egg, right? Maybe secrets should remain secrets, whilst core game mechanics should remain core game mechanics.
Yes, you can destroy them, but not after the fight. Why would you destroy them during though?
"Wow, I finally got to the final boss, so I guess it's time to shoot random props, considering how rewarding that's been in the past, " is not a line you'll hear often. Up until that point in the game, props are completely aesthetic, and suddenly, you're meant to deduct that you need to destroy these props, with very few hints of their true importance.
This is not something which is present up until this point. There is almost no experimentation in this way. You experiment with weapons, mutations, playstyles WITHIN levels. Do you think it would be sensible to completely block players off from going to the sewers if they didn't kill all the bandits before big bandit? No hints or anything. If you kill the bandits afterwards, you just can't progress. CONGRATULATIONS!! And you're taken back to the menu.
Looping is a core game mechanic, but the devs have repeatably made it clear it was never supposed to be for newbie players, but for veterans. In addition you act as if looping is required to be done the first time, normally, if it wasn't for the gamebreaking glitch atm with being unable to end the game, you get an ending cinematic and are eased into a new run, with hints that there is something more.
however there are a lot of secrets in this game that aren't mentioned in any way so you would be more inclined to look for secrets (like getting YV or Eyes's B-skin).