Very promising. I'm hoping all the time spent wasn't wasted in concept and was mostly work towards making a very large world - perhaps larger than anything we've seen so far in open world gaming. That would be a very pleasant surprise to see that a lot of care and detail was put into making a very large and believable world. I want to feel like there is so much to do that even after finishing the main story after 50+ (more would be better) hours that there is still a ton of the world that I just haven't explored yet packed to the brim with side content to do, even if it's not necessarily meaningful in a sense. Very rarely do you get in to a game where the freedom to just live like a person that belongs there ever come in to play... you're always being pushed towards something. The experience is just as important as the path.
On a side note, the option to put off the main quest until you're ready to do it, rather than being thrust in to it by your companion, would be a nice change of pace. The option to do the job(s) should always be there, but the constant reminder to get on it should be subtle in favor of performing the odd job or two for variety. Perhaps it's tricky to describe what exactly I'm thinking here, but always having that quest marker, always having a person of interest consistently reminding you that you're not on the path, things like that I think are pushed too far in just about every open world game. Ignoring it is an option, but getting lost in the gameplay never really happens, as it's always just there in the back of your mind waiting for you. It would be even better if what's-his-face, I forget the name, but the big dude following V around, actually leaves his waiting spot and goes about his business like any other NPC, following you on side quests and such, but always has that option to start it buried underneath a load of other things for him to say or mention, never reminding you more than the once. It'd be a real immersion breaker if the first thing he says to you every time you talk to him is "Hey, remember that job?" or something of the sort, worse if he's just glued to his location waiting patiently for you to come calling and never getting involved in anything else.
On a side note, the option to put off the main quest until you're ready to do it, rather than being thrust in to it by your companion, would be a nice change of pace. The option to do the job(s) should always be there, but the constant reminder to get on it should be subtle in favor of performing the odd job or two for variety. Perhaps it's tricky to describe what exactly I'm thinking here, but always having that quest marker, always having a person of interest consistently reminding you that you're not on the path, things like that I think are pushed too far in just about every open world game. Ignoring it is an option, but getting lost in the gameplay never really happens, as it's always just there in the back of your mind waiting for you. It would be even better if what's-his-face, I forget the name, but the big dude following V around, actually leaves his waiting spot and goes about his business like any other NPC, following you on side quests and such, but always has that option to start it buried underneath a load of other things for him to say or mention, never reminding you more than the once. It'd be a real immersion breaker if the first thing he says to you every time you talk to him is "Hey, remember that job?" or something of the sort, worse if he's just glued to his location waiting patiently for you to come calling and never getting involved in anything else.
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