I just don't get the logic with preventing players from having players revisit previous areas.
For example, Konpeki Plaza has some highly missable loot and the Iguana Egg.
I don't get why CD Projekt Red is locking players from re-entering that location.
I'm seeing thousands of Youtube videos on how to glitch back into the building and get that missing iconic weapon if you didn't bother to explore the rooftop because the game provided you with a sense of false urgency when there isn't. This is no time sensitivity at all and players who genuinely play the game will feel a sense of regret when they realize they fucked up 50 hours in and want to collect everything realizing they can't. It would be nice just to simply walk in grab what was missing and move on. Players would do some parkour shit and glitch to get something they missed out on or explore boundaries out of curiosity.
I just don't get the game design at all. Players feel a sense of regret and if anything they are more compelled to play a guide rather than play a game.
Why bother playing the game blind when there is a high probability that if you do you will be locked out of certain endings and iconic weapons.
The choices don't feel balanced at all. Either you make these choices or make these choices and get nothing.
Just some bewildering game design choices.
Save Takamura or don't. If you don't you miss out on the achievement and text messages from him.
There is no balanced choice if you didn't that would give you an alternative choice that feels relatively balanced and equal.
Just saying the choices feel lacking and the consequences even so.
Hopefully, there are some rewards for players who chose the natural options if they hurt Fingers or didn't save Takemura, some choices for those players that missed out.
Just my two cents.
For example, Konpeki Plaza has some highly missable loot and the Iguana Egg.
I don't get why CD Projekt Red is locking players from re-entering that location.
I'm seeing thousands of Youtube videos on how to glitch back into the building and get that missing iconic weapon if you didn't bother to explore the rooftop because the game provided you with a sense of false urgency when there isn't. This is no time sensitivity at all and players who genuinely play the game will feel a sense of regret when they realize they fucked up 50 hours in and want to collect everything realizing they can't. It would be nice just to simply walk in grab what was missing and move on. Players would do some parkour shit and glitch to get something they missed out on or explore boundaries out of curiosity.
I just don't get the game design at all. Players feel a sense of regret and if anything they are more compelled to play a guide rather than play a game.
Why bother playing the game blind when there is a high probability that if you do you will be locked out of certain endings and iconic weapons.
The choices don't feel balanced at all. Either you make these choices or make these choices and get nothing.
Just some bewildering game design choices.
Save Takamura or don't. If you don't you miss out on the achievement and text messages from him.
There is no balanced choice if you didn't that would give you an alternative choice that feels relatively balanced and equal.
Just saying the choices feel lacking and the consequences even so.
Hopefully, there are some rewards for players who chose the natural options if they hurt Fingers or didn't save Takemura, some choices for those players that missed out.
Just my two cents.