@fenriz275: i don't think that would fit the premise of FarCry games. Old west was knowingly dangerous, FC games capitalize on seemingly safe and tranquil places with a dark hidden regime.
The premise of Far Cry games have always been about these locales that are seemingly tranquil, pretty and safe; that turn out to be not what they seem. That is why in this case this setting and the context makes sense. If the game was to be set in the beautiful mountains of Afghanisthan or some other places where we already know are widespread dangerous and infested with radical Islamism & terrorism, it wouldn't fit the bill for a FarCry game, but for a tom clancy game.
@playstationzone: and become UbiSoft in the process? No thanks, I'll take 3 masterpiece games per generation than 20 mediocre yawn worthy factory made games.
What I didn't see explicitly addressed in the premiere is how they are handling the biggest criticism of vanilla Destiny - storytelling and a huge feedback during Destiny 1 years - embedding the lore in grimoire cards within the game.
Now I know we all saw the humble beginnings cinematic during the reveal, and that is part of the lore, so it might be argued that they addressed it there indirectly. I am not a fan of cinematic cut-scenes to tell stories in video games. However, I really liked the storytelling approach (not necessarily the extent and depth of it) in The Taken King and Rise of Iron. Let me clarify what I mean by that.
In TTK and ROI, we saw dynamic environments during missions that added to the narrative process and enhanced the player's experience. Such as, (i) in The Coming War mission, we start off by seeing a cabal ship flying away and doors blowing up far away, (ii) in The Iron Tomb mission, in its final phase we had to run past a SIVA infected tunnel to escape the bunker. In my opinion, these in-control non-cinematic dynamic environments are the most effective way of storytelling and add so much more to the player's experience than just sitting and watching a cut-scene with no cognitive and mechanical input on the player's behalf.
Now even though I loved the style of the storytelling as mentioned, I wasn't content with how little of that type of missions were there for us to play and that so much of the lore hidden behind the grimoire cards weren't realized via that type storytelling approach.
Now from the premiere, we saw that approach and style of narrative delivery is still retained. We see a dynamic environment that is constructed to tell us a story - cabals entering the field from crashing "warsat" esque containers, Zavala protecting us with his Ward of Dawn etc.
What I want to know is what is the extent of that? Are we still going to have to go online and read fan-created paraphrased websites to know about the lore or do we this time get to experience all that fantastic story and mysterious lore in-game via the storytelling style that Bungie already does well?
For example, I would have loved to experience the lore in Book of Sorrows (Oryx's origins, transformation, birth of his daughters and journeys with his sisters) in-game via missions instead of "hey there is a big bad dude up there you need to kill and two named yellow bar enemies that have names and are supposed to be his daughters)".
It might be too late for this kind of wish, but I just wanted to put it out there because Destiny has some of the most amazing space-fantasy hybrid lore out there currently IMO and I hate to read about it instead of playing it.
So you literally started the article by poorly articulating your words and hence potentially misleading tons of customers. "disaster" and "flop" wouldn't be first choice of words to describe your personal playthrough in an article where you are giving your first impressions about the game overall, because it is very close to the context of being interpreted as the game itself being a "disaster" and "flop". Choose your words carefully next time if you want to thrive in this profession.
@aegis_kleais: All UbiSoft AAA games are made in a formula programmed conveyor factory, they have operators employed, not artists, engineers, designers, writers.
@joshrmeyer: Ok, why were you bringing up PS4 Pro in your original comment then? As if I was considering PS4 Pro a next gen console and advising me to stick with PS4 and not buy PS4 Pro, when altogether my original comment was about the dissatisfaction with short-lived current generation compared to PS3 if 2018 is indeed a release date for next-gen PS.
@joshrmeyer: what are you talking about? I'm not referring to PS4 Pro. And I don't have one. PS4 Pro isn't a next gen console. This article is about a next gen PS. And also 5 years is pretty brief for a lifetime of a single console generation.
I don't believe it, but if it's true then it's really sad state. Last gen we had 3 full uncharted games on one console. This gen we will have 1.5. This way we will be buying a new console every 3 - 4 years, just enough for single installment of a series.
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