developers: "hey look, we have old timey inventories! they look just like they would in real life!" me: "okay i have to scroll through five pages to buy a can of beans and I'm not sure what they do without clicking on yet another button." This is a catastrophe.
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While purporting to be the same thing, Red Dead Redemption 2 is the literal opposite of Breath of the Wild.
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To close a menu at a shop you have to hit "index" multiple times to move the pages back THEN close out after you are at the table of contents.
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The button to talk to bring up the prompt to talk to people (the people it allows you talk to) is the same button to draw your gun (on the people it doesn't), and drawing your gun gets you in trouble.
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I walked into a building and it automatically threw me into a mission. I want to do this mission. But I need things from my horse back in camp to do it (it makes you keep weapons on horse). But my horse and the camp doesn't show up on the map unless i'm OUT of the mission.
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I literally was just in the middle of whatever I was doing and shut the game off. I'm going to bed. So far, this is a complete slog. But congrats big decision makers on making your staff work 100 hours a week to make beautifully light cascade off hyper-accurate horse balls.
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None of these criticisms are about the content of the game. It is about the way it is presented and the means of interacting with the game. A comparison would be that muffled audio and the poor lighting makes a bad movie, regardless of how good the script and acting might be.
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I talked twice about the languid story. You did not mention this. The story had no drama, no deep character conflict, JUST texture.
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Replying to @FilmCritHULK @Mastercupcaker
Ah, so you did. I personally find a badly designed user experience (bad menus, overlapping button mapping, etc) to be the greater sin. Probably why I had forgotten about your other points.
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