I really feel like cues for points of no return are highly under utilized. I suppose the intent is to not break immersion, but I get stressed often thinking I'm missing out.
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I like being able to backtrack though
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I have been conditioned over the last 10 years to play a game by just checking every corner , desk draw , dead end , under stairs void before I go anywhere near a door with an action button prompt or balcony drop!
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I have definitely noticed this, but also just noticed the "long press triangle" interaction seems to signal "you are not getting back there".
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Haven't played yet, but not a fan of that method. Guess it makes it easier to solve a variety of narrative issues. I take great pains to avoid doing that because it can really kill the open world feel.
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I think that issue is mostly exacerbated when a game is not clear about its flow and I remember experiencing that confusion with the previous one where it doesn’t know if it’s an open exploration or a linear adventure.
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I’ve really grown tired of the current gen narrative gaming formula. All of the gameplay is filler leading you down a hallway or set piece to get to the next cut scene to force some narrative. Games like Axiom Verge are refreshing call backs to when games were about gameplay.
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