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XDDD
Klinex, it is an invasion.
The poster has some fair points, but seems to exaggerate all of them in a dramatic sense. This example is petty apparent. I don't think OP was gaming in 2000 if they think this what games looked like 20 years ago.
TOW doesn't look AAA cutting edge, but it doesn't look bad.
I do think $60 is asking too much for it. But I also think $30 is pretty fair. (though the sale ♥♥♥♥♥♥♥♥ is scummy)
I haven't paid full price for ANY game since pre-ordering <redacted> a few years ago and finding out how most of the major game elements were *bleep*..
Those words capture too the essence of all the gossip what is happening around the game.
What a coincidence.
I agree with you. I'm not sad I bought it for 30$, but yep, expected much, much more. I will finish it, and probablly forget it and never play it again. I guess, it's not weird it was exclusive at EPIC for a year... It's really barebones..
I went in not comparing this game to any thing, just going in like its any other game and I have been having a great time with it. My hype for this game simmered down long ago and I questioned buying it now or when it would be 9.99$ Still happy with my choice.
Guess this game isn't everyone's cup of tea, just doesn't float everyone's boat but that's how life / games are every game can't please every one. Its getting a bit lame seeing all these constant rants about the game, feels like the same thing said over and over. Wish people would move on already on that, but guess it'll take a few weeks or month for that lol.
There it is. Could've just started with that so I didn't have to waste my time reading the rest of it.
The walls certainly aren't invisible :P
The cookie cutter level design is a problem though. Very few locations have their own distinct feel, and a lot of the interior maps feel remarkably similar whether it's supposed to be a factory or a hangar bay. It's particularly telling when it comes to the settlements; not only are they similar in layout and design but they don't really feel different to each other, even when on a different planet and owned by a different corporation. I'm guessing that's intentional, but the unfortunate effect is that it strips any sense of character from the settlements to the point you quickly stop caring about them beyond being a place to pick up and turn in quests.
On the contrary, there's plenty of NPC's wandering around, it's just far too many of them are generic nameless NPC's who simply repeat the same one or two barks per location. Occasionally, usually when first entering a location, you'll run across some scripted incidental dialogue between a couple but once it's done (whether you stayed to listen or not) that's it, they'll return to sitting somewhere or wandering and just repeating the generic NPC barks.
If they were poorly designed it'd at least be notable. The problem is that they follow exactly the same design shooters have been using for the past three decades - stick a few pieces of obvious cover around, have some random exploding barrels strewn about the place and then place group of enemies in the centre. Interior levels come straight out of the Deux Ex / System Shock school of predictable patrol patterns and 'skip this room' ventilation shafts.
It's not helped by the combat system being so dull. The only real difference between guns is whether they're single, semi-auto or automatic (with spread for shotguns). Beyond that it's just the DPS number you need to worry about; different ammunition in theory does extra damage to specific targets, but in practice simple raw damage output beats it every time. Pick your favourite bullet hose and just hold on the target till they stop moving. It doesn't need the huge variation of Borderlands, but even Mass Effect had Biotics to spice things up - the closest we have here are the special attacks companions can unleash if you have the requisite skill level, but even those are usually inferior to simply hosing everything down with bullets.
AI is another problem with enemies simply closing to relevant weapon range and attacking. Occasionally ranged enemies will make use of cover if they remember it, particularly when reloading, but 99% of all combats can be won simply by circle strafing the target like it's 1999.
Nor should they try to. I'm sure people will love this game despite it's flaws just as they did with Tyranny, which suffered from the same descent into blandness. Like Tyranny, the criticism isn't really that the game is bad, it's that it trips up on some pretty basic mistakes that Obsidian really shouldn't be making at this point. Particularly given they've already demonstrated competence in putting together this style of game previously (FO:NV, Alpha Protocol ...)