jim-jam bongs
Member
Some of the lighting effects in this game are amazing, the volumetrics in particular are very believable. Also, the maps are huge. I don't want to start the whole open-world argument here, but I will say that the game does a really good job of creating a sense of scale. I just made my way to (Episode 2)
I completely agree with this. It's not a huge deal, but aside from Alan professing his love for coffee there doesn't seem to be much thematic relevance, whereas the manuscript pages are obviously loaded with meaning.
Lover's Peak, and I liked how they point out the radio tower in the prologue section and then make it genuinely useful for navigation. By the time you reach your destination it's gone from a small stick off in the distance to a big metal rod looming over you, so it really makes it feel like a big trek.
In Uncharted, you collect artifacts. This fits into the story, and provides gamers with a little collection thing. Alan Wake does the same thing with manuscripts, which flesh out the story. Adding the thermos is pointless, it would be like ND add little Indiana Jones hats throughout the world to collect.
Random collectathons are fine in open world games and others that aren't attempting to be cinematic, linear, story driven etc. It's a minor complaint of course, but I just see it as an unnecessary addition for people who like "cheevos", and stuff like that is bad design choice in this game imo.
I completely agree with this. It's not a huge deal, but aside from Alan professing his love for coffee there doesn't seem to be much thematic relevance, whereas the manuscript pages are obviously loaded with meaning.