I suspect that other factions will be featured more prominently in the stories for later characters and if that’s the case then I think I’d be a bit disappointed. However, I feel like there’s a strong chance that Sal’s story is mostly finished and the choices we currently have are the ones that we will ultimately get in the final product, just more fleshed out, with some divergence, greater variance, and some of the ideas that alpha users requested – the devs can correct me if I’m wrong. In its current form, Sal’s story is, as you put it, very linear, and I’ve been thinking of ways to change that.ġ) I provided feedback in game that I looked forward to being able to join up with the Hesh or the Jakes as Sal. I want to get to know all of them and work with and against them for various purposes, whether they be noble or nefarious. I really want to just tinker around in this world. I added it to my Steam wishlist back on like June 12 th, 2017 and Havaria/Murder Bay is a world that seems very well thought out, with a rich and diverse cast of characters, a complex hierarchy of power, and a great deal of political intrigue and drama. I feel that it is apparent that Griftlands is a game that has been in development for a couple of years. That said, Klei has a great track record and the game is in early alpha access so I’m not as concerned right now as you might be, but I thought I’d share my own insights and my hopes/feedback here since you put it more eloquently than I ever could. This is a very fair assessment and “linearity” is a very good way of articulating something that could become problematic for Griftlands in the long run. Please keep up the wonderful work you are doing, Klei, and if you want, take this into consideration. The above rant is simply my major problem with Griftlands and I could very easily fill five times as much text with what I love about the game. The art design and style, the quests, the characters, everything is good now and on the track to be amazing upon the full release. I would like to say again that the game itself is wonderful. The actual content of the quests feels repetitive. I understand that the NPC participants in the quests are randomly selected from a pool of NPCs, but this is not the problem. This problem would not be half as significant if the player had the ability to move freely around the map or if some elements of the quests were randomly generated. The repeated playthroughs that naturally accompanies the rogue-like genre dictates that content should be either plentiful enough to keep the player from seeing the same quests and prompt for at least the first few hours of play or randomly generated enough to avoid repetition. This would not be problematic if the game weren't a rogue-like. All of this means that after a few playthroughs, the player will become tired and worn out from experiencing the same things over and over again. The dialogue and options for the players' approach are the same every time, and there is not all that much variety to the different options that are available when outside of combat and negotiation. The random encounters and orange non-story blips on the map are refreshing, but the majority of the players' time will be spent in the same encounters that they will have experienced from their last playthrough. The only form of movement around the (visually stunning) map of Murder Bay is through specific story-driven prompts that do not change from playthrough to playthrough. The problem stems from the quests and the structure of the encounters that the player will come across during their playthrough of Griftlands. The negotiation and combat are not the problems (I adore these aspects of Griftlands), as they are non-linear, entertaining, and have plenty of updates and bolstering of content to come. My 1st, 2nd, and 3rd playthrough of the early Alpha of Griftlands were quite enjoyable, yet the ones that followed were met with boredom. Which is what brings me to my actual point I have had plenty of fun with it so far, yet I have one major criticism that encapsulates the vast majority of what I find is hindering its quality. Griftlands is no exception, I am eagerly looking forward to what is next for this game. Their credibility as a developer is insurmountable, making every release of theirs a must-buy in my eyes. I have been a fan for more years than I can count and will continue to be one as long as I am playing games. I would like to start this off by saying that I absolutely adore Klei Entertainment, their games, and their attitude as a company.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |