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Сообщить о проблеме с переводом
It's funny how people complain about how disconnected the story was when I had to close out of Soviet Wombat's video about 45 minutes in because he kept jumping from one non-sequitur to another. Normally I enjoy his videos, but I didn't care for this one and thought he did it a lot of injustice. But he's not wrong for his opinion or breakdown.
And I clipped this from your post because I'm the reverse: I played this game a lot and didn't like it. dropped it after a dozen hours or so. Enter SoTF and I think "I want to finish the first game first... wait, does it have a story?" And I'm actually REALLY enjoying it.
I don't get all the complaints of "it doesn't make sense, it doesn't line up, everything is out of order." blah blah blah... Not everything nor every story needs to be lined up for you like Sunday brunch or the next Marvel movie. Not every plot line and dialogue has to completely guide the readers to their next clue on the story. Having it jumbled is part of the mystery. You, as Eric just crash landed on an island with NO IDEA of what's to come. Should some mysterious narrator explain what should come next? Should some cannibal have turned human again and guide Eric down the journey? No. At it's core it's a survival game that, in my opinion, very cleverly mixed in the story. "Find Timmy" is all you get at first. Okay, let's say "forget Timmy, he's dead" so you build the SOS and a bonfire. Nothing happens. This quietly tells the player to keep going, and along the way you pick up better items to get you further in your journey and little tidbits of information. Is it all jumbled? Yes, but the player should be smart enough to put two and two together*. It feeds you information here and there. Photos, recordings and the like rather than long winded exposition games are doing these days that are just exhausting. I hate the expression "show, don't tell" when it comes to telling stories, but that's what this game is doing. It's showing the player little bits of information and he needs to put things together as they come. Will it all make sense and will there be questions? Naturally, it shouldn't all make immediate sense. It could be by design of the devs to maintain conversation and theories about it all but also it's very well designed of the game not holding your hand and just forcing the story down your throat.
On the question of "should a survival game have a story"? I think that's personal preference and my answer is yes. I like a little guidance on something to do, a goal and a reason of why to build XYZ or go down a cave. I like the way they did it here because it's just little bits here and there to give you a clue of what to do without making you feel like you NEED to do it.
*Another poster has a good point of some things are hard to read or you can't examine them. This should have been fixed imo for easier reading.
The point is, you can see where the devs added things early on, then later tried to piece together a few links between them that really aren't there.
The story telling is done through the environment. You're meant to explore, if you didn't explore much and just rushed to the end, you end up missing a lot.