![]() Or watch someone else playing it, because - and that's my main grieve here - it doesn't really feel any different. Really liked the tone and atmosphere and the general style though, and if you enjoy shooting and blasting your way through a decent movie while collecting stuff you will find a polished experience that gives you exactly that. ![]() The feeling of disconnect with the character due to the direction and presentation was less dominant than in Quantum Break, but still left me wondering why these people make games instead of films. If this had been an animated movie, not longer than 150 minutes, where I could just sit back instead of going through waves of clones and bosses and having to pick up shinies along the way just to get on with the story, I would have enjoyed it a lot more. It couldn't keep me from getting bored really fast. It never was really used as a game mechanic, as a way to get from A to B without having to shoot the same set of increasingly hard to destroy mobs, or to uncover the unseen, or do anything else except for making your attacks way more impressive than they were, and of course that kind of destruction is great material for videos and trailers. And yes, you could still destroy everything except for the stuff that you couldn't destroy, which is quite a lot and therefore makes it seem like a gimmick. Except that they only really worked in the tutorial when it came to crushing enemies who turned into bullet-spongy annoyances from the first encounter onwards. Still, things were interesting, and the destruction physics quite nice. Then came the next 15 minutes of the game, and I found myself mostly in the role of the co-pilot. No aggressive cutscenes, no heaps of exposition, just letting me figure out stuff for myself. Except that They did a great job of telling an interesting, well paced story that still made me feel like I was in control. They did a great job of telling an interesting, well paced story that still made me feel like I was in control.
0 Comments
Leave a Reply. |