gurugeorge
Arcane
The scripted sequence after the Heist is admittedly subjectively endless but it's the longest one, there are a few more later on but none of them are as relentless as that one and most of the game, by far, is just standard questing.Takermura convinced me to uninstall.exe. I guess if you don't like interactive movies and immersing yourself in the world doing free activities then you'll not enjoy this game.
I felt like I'm constantly trying to wrestle some fun out of the game that tries to restrict me in everything I try to do. It's clear that the focus went to create this emotional storytelling for the player to experience, and the money was mostly spent on advertising and creating pre-launch hype campaigns, so the rest of the game is merely a facade with visible stitches everywhere.
I can't imagine how the game looked like at launch, but even with this 2.2 post Phantom Liberty patch the jank and cut corners show right from the start. They could at least ensure that the first conversations will acknowledge the last line you chose, or you're not instantly greeted by 3 exact clones engaged in a conversation the very first time you leave your apartment.
It's not a bad game, but definitely not a good one either. I can't shake the impression that the game mechanics and systems for the player to use and the story and world structure in which the player operates were developed separately and only at the end somehow integrated together at the last moment.
I suppose whether one perseveres through that overly-long sequence depends on whether one was gripped by the Heist just prior (e.g.
witnessing Saburo's murder, Jackie's death,
To me, it's got lots of flaws but is still a fun experience overall.
Takemura becomes quite a complex character who you can take different viewpoints on. Most people find him to be a bro, but he might not actually be that, or might only be that to an extent delimited by his company loyalty, it's quite subtle.
Oh well