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100 % lol
nice game but story is instantly forgetable haha
Raft is a story driven game, at least it is for me. It gives the game purpose and sense of direction. And I liked that. I've played and finished chapter 1+2 at least a dozen times. Now I don't even want to start a new save, because I was disappointed in how it ended. Not only with the "boss" fights, but also things I don't feel is a good fit for the game, like the parkour !@%&#. Simple jumping to get to where I need to go is fine. Simple puzzles to open doors or whatever, fine. Can't stand how short the Hazmat suit lasted. Constantly having to go put it on again sucked. I hated the "weight puzzle" and windmills. I can't do **** like that. My hand/eye coordination is terrible, and I have painful wrists. My reaction is utterly terrible.
The ending was extremely anti-climatic and disappointing. I had expected more from Utopia. A large, fruitful, beautiful island with lots of people working together for the greater good. Wooden huts slapped on the sides of skyscrapers isn't my idea of Utopia.
There are places where the puzzles made sense, and other places (like the "weight puzzle" and windmills) where it made no sense. I also agree that the Hazmat suit duration was far too short for completing the fiddly puzzle required to advance. By the time you even figure out what is required you have already gone through at least one Hazmat suit.
The ending was not only anti-climatic and disappointing, it was also annoying. The developers just created a boss with acid for blood (for some unexplained reason) and give the player no defense against it, just to make it as annoying for the player as possible.
It also makes no sense to place the best blueprints, the ones players would find the most useful, at the very end of the story. Once the story has been completed, how many actually continue playing the game? What would be the point?
Man I get you. I want to play more Raft, maybe start a new save to just build something cool, but im dreading some of the worse story parts I gotta play for blueprints. Btw, I think the windmills just got broken hitboxes or so. Something just didnt work right.
Never played Early Access, but I did wonder if the story mustve changed during development or so. Like in the mid part. Sure Caravan island has you follow that boy who is a bit of quirky charachter, but the swedish dude is literally the reason everyone there died or fled, I think including the boys mother. Thats kinda horrible and is just never mentioned again.
I also wondered if its some scifi solution, like an underwater city or space project. Almost like Tangaroa but with a twist. Like at the end I thought we could extract a reactor from temperance or so, which seemed like a more refined version of Tangaroas unreliable technology.
If you can just put a bunch of wodden structures on skyscrapers, then Varuna Point shouldve been a smaller Utopia. I dont even know how Utopia has higher buildings than Varuna. Or why growing food suddenly isnt a problem on Utopia.
And heck, just that reliance on pre-catastrophe structures makes it feel like we havent acchieved anything. Humans arent yet self-sustainable, but reliant on scraps from the past.
Well see if the DLC fixes anything. The game was still more than fun enough for me to play it, so Im gonna give that a try when it comes out. Im just disappointed about the missed potential.
Tbh I dont even know the point of some of those lategame items, even if we go them earlier. A lot of the lategame blueprints are so expensive that they dont really make sense. Like the electric smelter was a big disappointment, I hoped it would "stack" ressources or so for mass smelting (like the advanced refinery), but it really just saves you wood. At which point you gotta wonder if you want to pay a ton of expensive ressource to save something you get for free from trees anyway.
And a scraphook or axe made of super rare material isnt even much of an improvement. Its easier to just maintain an arsenal of iron tools.
You do make good points, a lot about the end of the game didnt make much sense, even beside the story.
...the term for a woman who sells her body for money is censored. Wow.
Please tell more, was that changed? Because I did get some mixed messages from Vasagatan; I expected a mutiny or military rule causing conflict, so when it "just" ended up being mutant rats was a bit strange.
Caravan Island, the pigs were carrying salmonella. No hyenas were ever mentioned. No Olaf. The island was abandoned because they didn't have enough supplies to survive with so many sick.
Tangaroa was mostly just a lot less explicit. You could surmise that the Caravan Island refugees were part of the city's immediate problems, but the story was told from multiple perspectives that made it clear that the city population broke into factions that turned on each other over failing tech and dwindling food, rather than being a reaction to a military campaign.
So... when I replayed through the final release and didn't find anything more than a crazy dude who's breeding rabid animals... meh...
I don't really dislike it... but at the same time... I don't love it either. I think Olaf was added to give the story something to pull you along but he wasn't really interesting enough. It might make more sense if Olaf had captured someone we had a stake in. Someone we loved who we wanted to get back.
Thanks! Those story bits seem to make more sense, and I expected some its threads to follow those lines.
I wonder why they changed so much of the story. Maybe they had written themselves into a corner and didnt know how to put everything together? Its peculiar after all, how the entire game is just backstory, except the last island of the third act?
Maybe making Olaf the big bad was just so you could at least resolve 'something' in the final location.
Or maybe they thought the game was too dark in tone? Not child friendly enough? Although they ended up making Olaf kill a lot of people for sure, they just didnt talk about it much.
Maybe thats it. Devs wrote themselves into a corner and didnt know where to go, so they just made Olaf into a bad guy. The game also had the problem that the player charachter was never really established, so there wasnt much of a direct stake. We've just been some weirdo reading about other peoples lifes.
The final island is the only place where really something happens in regards to other people. Maybe its no surprised that it such a rushed mess.
Doesnt quite explain the tonal difference, though. How we went from a mystery, inter-human conflict and tragedy, to what we got in Utopia.
After you kill the hyena the fat white guy traps himself in an undignified position and you open a door to let out a large crowd of not-white people who immediately start talking about freedom while the fat white guy yells that they are not smart enough to govern themselves.
I'm roaming around building up my raft, acquiring more resources, improving my reputation with the traders, while building better weapons, armor, and equipment. I never bothered collecting bees, or farming critters the first time through, so now I will.
Eventually I may complete the story line, but I am in no hurry. The hostages can rot in that shed for all I care.