Clement Rage
Pro Adventurer
I haven't played TLOU 2, but the gameplay looked so dull. But, some Youtubers edit out their screwups, so maybe that's inaccurate. Hard to get a good picture without the direct experience.
Mini-maps, quest markers, and arrows/barriers are necessary now. That's a consequence of modern RPG level design that's meant to streamline and ease navigation for... directionally challenged players. I tried several portions of the game blind, to not rely on the mini-map and "take in" certain areas. Specifically the underplate, the abandoned factory of Midgar, Wall Market and Sector 5. All those areas had lots of explorability and things to find hidden in their areas, for sure. Wall Market especially. You could find all sorts of characters doing shady shit, like talking about how certain people needed to be disposed of at the behest of Choco-Sam, or a guy getting shaken down for "protection/insurance" money. Or the dude who was harassing a woman for a trading card from ice cream. The problem is.... People who are directionally challenged can get plum lost in the entirety of the intricate high res locations.
You sorta need that type of accessibility navigation to make areas not so... Overwhelming. The price of such realistic graphics and massive 3D design with freely controlled camera angles is it becomes horrifyingly easy to get lost in some areas. I fucking nearly lost my shit trying to find some of the lights in the underplate because it got so confusing, even with the map. There's a fuckton to discover in there and other areas... But you also can just get horribly frustrated being lost and need to put the game down to rub your eyes.
Well I'm not sure what they could necessarily do to make navigation with a mini-map not necessary. What is it that's wrong or same-y? I certainly found the variety they were able to pack into a single city quite admirable.
I mean, if they made the navigation too straightforward and linear, people would skewer Toriyama with accusations of creating XIII-esque self playing corridors. The game had high levels of verticality and open areas of exploration within their dungeons so... Should that be simplified? I think you raise an interesting point about levels designed with the notion that the player will always have minimal to fall back on being not as clear or deliberate, but then that seems like the only way to fix that is simplify or make there be other explicit clues or "markers" built in the game's architecture and setting anyways.
So they're in essence putting markers in the game regardless. They're just not as explicit.
@HylianMogget I simply didn’t share your experience. I never had the minimap on and had no trouble navigating the game. This could also be because I enjoy getting a little turned around when I’m in a new area, my only gripe was that actually turning was like pushing a donkey uphill. The lamps were tedious because of the slow animations, holding down triangle and watching Cloud shift his weight every time he looked at anything. But I was never lost.
And I agree, having to hold (not just press) triangle to flip switches was nonsensical.
For example, the voice cast can nail some powerful emotions, yet they're also forced to do anime grunts. Why are anime grunts a thing? Before I die, I hope to make a "Remove Anime Grunts" mod for FF7R on PC.
You beat the whispers, then Sephiroth shows up and absorbs them into himself and then you fight him. A reason isn't given for why he fights you or what he's doing, I guess those are mysteries for later.I need to play the ending again, I think. The Whispers were fine, but why do we fight Sephiroth again? Am I forgetting something?
Unless of courseThere’s literally no reason for the party to go into the portal. There is zero motivation for them to follow Sephiroth or fight the whispers at all.
1. They're trying to get out of Midgar, giant wall of ghosts is stopping them.There’s literally no reason for the party to go into the portal. There is zero motivation for them to follow Sephiroth or fight the whispers at all.
They will realize that in part 3, so... Plot-twist, they will turn into Whispers after entering the lifestream, and go back in time to correct the timeline. But now they'll have to make sure OG happens as it did, and THAT will be harder.Devil's advocate: they had no reason to defeat the Whispers, because if they let destiny run its course, they already know they'd win.
You beat the whispers, then Sephiroth shows up and absorbs them into himself and then you fight him. A reason isn't given for why he fights you or what he's doing, I guess those are mysteries for later.
There’s literally no reason for the party to go into the portal. There is zero motivation for them to follow Sephiroth or fight the whispers at all.
Chapter 18 said:Aerith: What you heard just now were the voices of the planet. Those born into this world. Who lived and who died. Who returned. They're howling in pain.
Cloud: Because of him? Because of Sephiroth?
Aerith: *nods* They... Their words... They don't reach him. All these moments and memories, precious and fleeting... They're like rain roiling off his back... And when they're gone, he won't cry.. Or shout.. Or anything. He'd tell you he only cares about the planet. That he'd do everything in his power to protect and preserve it. But this isn't the way it's supposed to be. There's no greater threat to the planet than him. Sephiroth has to be stopped. He has to be. And that's why... I'm asking you to help me. I know that together we can do this.