Managed to play about 3 hours of Control. Liking it so far, but wish there was more stealth or maybe more survival horror elements... feels wrong to have a gradual creepy dread suddenly punctuated by all enemies coming to life and homing in on you in twitch based firefights
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Replying to @AxiomVerge
What was a little odd to me was walking through an area with lots of crannies to hide in and throwable objects and being like omg this would be a great area for some combat and… then you just keep going and nothing triggers. ok
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Replying to @mcclure111 @AxiomVerge
Maybe some of them trigger on return visits…?
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Replying to @mcclure111
That was my thought, since the world an change because of a ketchup bottle or whatever, you would have to go back. Also the fast travel must be there for a reason
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Replying to @AxiomVerge
I'm not far in but I've encountered a few doors I'm clearly not going to be allowed to open for a while.
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Replying to @mcclure111 @AxiomVerge
Side rant but—I feel when I'm playing AAA games like the thing that ruins them is it feels like all the components were developed in isolation & then glued together at the end. Like someone makes a cutscene, someone writes some flavor text docs, someone designs a combat encounter
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Replying to @mcclure111 @AxiomVerge
But then when you encounter all these things together the tempo moving between them feels all off. The cutscene gets you all contemplative but then you smash into a fight scene but then halfway through you stop to read a document you just picked up…
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Replying to @mcclure111 @AxiomVerge
Whereas games small enough for one person to make, that one person can see enough of the whole picture that everything feels like it fits together coherently.
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Yeah, it's definitely an issue... and then there are cases where the AAA feels unified but it's because some control freak micromanaged the whole team, which also sucks... hopefully one day technology lets all games be made by small teams so we can see more individual expression
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