@the_kfd_case: Man, that’s so weird that I played the game for 85 hours so far and am having a blast with it. Must be something wrong with me and probably a few million other people.
@the_kfd_case: Explain how other critically acclaimed open world games like The Witcher 3, Skyrim do not rely on copious amounts of walking. Skyrim is literally a fetch quest-driven game (go here, get the thing, and bring it back) and it won copious amounts of GOTY awards and the storyline wasn’t even as good as previous games. DS has a ton of depth in how you choose to get from point A to point B. It’s not that simple. There is difficult terrain, BTs (supernatural enemies), raiders, and natural obstacles (snowstorms, rockslides, high winds, etc) to deal with. The more you carry, the harder it is, but there are better rewards and more efficient use of time. And the passive online system is very unique and works narratively AND gameplay-wise. It’s rare you get a game that so seamlessly integrates gameplay systems into the story.
@asnakeneverdies: It’s called game design evolution. The fixed camera angles and tank controls were only implemented because of the limitations of the technology. They would rather have had decent looking static backgrounds than low poly 3D backgrounds a la Silent Hill. The tradeoff? Combat was awful and traversal was frustrating. Some people thought it made it scarier, but I never equate bad, imprecise controls to “scary”. More like infuriating. Personally, until Resident Evil ditched the fixed camera angles, I didn’t really care for it as much.
@justthetip: Control was a breath of fresh air and super original. Great ok graphics and particle effects, fun combat, interesting and original story, good writing. Not sure how anyone could consider it anything less than good.
KahnArtizt's comments