Showed to those uninformed that this isn't the end of Kayto and as well provided a nice chunk of choices which were missing from the front of LD. STORY~~~~, I think the injection of story in the end definitely makes it better. A idea of improvement is showing the zones of control of the factions (seeing the frontlines) now though more extra work (and possibly pointless) provides more information to the player at what they are looking at/facing. Ultimately it's roughly good as it is though it may get crowded later on. Which not the important still gives more "freedom"/"control" to the player. Though the side missions would all be done it gives the player the choice of what order to do them in. Now the Starmap has a bit more reason for existance. Now as the Sunrider is no more this is a suggestion more for the future hub/flagship. The in general thought behind this is to give a more visually appealing, but as well to get all locations on the screen at once so that you don't have to scan through all the levels every so often. Though as a suggestion, perhaps creating similar in Academy for said map, as the blue print map (to me) is rather messy and of low quality. However for some un-Claudely reason people want it (shrugs). To start the ship map proves just how pointless it is. Yeah the speed at which Samu and Vaen pumped out the beta was impressive however we need to get this to the actual game asap. And I only say this because, as much flak as the ending got, it was more then matched by what people felt was a forced romance. Just some flavor differences that give enough "illusion-of-choice" to ward off the feeling of railroading would have been all that was needed for mid-game content. As it is, with that being a forced plot-point, it gives me an uncomfortable "why bother - the romance was already locked in a while ago, so why would choice matter now?" feeling. There didn't even need to be other romances in the game - just the choice to not have one now. Again, just me speaking, but it feels kinda cheep since we were already forced into a romance - had the relationship with Chigara been something we could choose to make platonic or romantic, it would make it easier narrative-wise. Granted, Fontana's position in PACT makes his attempts somewhat more salvageable then Kryska's current one.Īnd while I give applause to there being more character-interaction choices. Kryska's a bit more understandable though, because she's kinda like Fontana in that sense - she desperately wants to believe her cause is still savable, even if realistically it's beyond hope. Again, mid-game content probably could have salvaged that. ![]() I didn't expect her to be some God-entity - if anything it kinda makes it a plot-hole to have a walking wish-wall like that. With the Doctor Who references (playful, coy character who's hinted to be a time traveler and is a doctor - not to mention her chest is more then big enough to hold two hearts ) I kinda expected Claude to be a time-traveler. ![]() It's not like there wasn't story in storage to use - there were plans for two whole chapters in MoA regarding a focus on Claude and Icari respectively that could have been salvaged and implemented in LD. Again, probably beating a dead horse, but I feel that MID-GAME content would have softened the blow far more then post-game content, because - even if it is good in a stand-alone sense - it feels like rushed damage-control. If we'd had some sort of build-up to a bit of what we'd seen regarding Claude and the like, this wouldn't be as terribly surprising. Agreeing with Histidine on this - It feels like an awful lot of handwaving to be done all of a sudden.
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