NecroLord
Learned
German simulator?
Hah.The high number of actors reflects the breadth of his artistic vision
He does look like Shiro Ishii here. Maybe his reincarnation. This time deconstructing games rather than people.Hah.The high number of actors reflects the breadth of his artistic vision
Yeah, I'll bet.
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She wasn't a looker to begin with, now she's just ugly. Imagine ditching Jewsten for a glorified pornstar.
The real deal is no access to other players' structures, vehicles and materials, not likes as such.Kind of disappointed that online isn't functioning so I cannot farm likes to feed my vanity.
Game really starts once you reach Episode 2 with the first "larger" map opening up, but you're still trapped in a "Tutorial size" map with the game trying to introduce new gameplay mechanics gradually and teach you the basics. It really really starts once you reach Episode 3 with an even larger map with lots of other possibilities and gameplay means opening up.I started playing and it says that I played for an hour and a half but I merely touched the controller for a good twenty minutes.
Dork Souls did the whole thing better by letting you choose whether you want other people to beat the game for you.Meme value aside, the Asynchronus Multiplayer aspect of this game is what all single player open-world games should aim for when trying to incorporate multiplayer of any type.
This isn't really true. In order to use other peoples structures you need to unlock the area first and by the time you have unlocked the area you have essentially beaten the area. You can also just play offline.Dork Souls did the whole thing better by letting you choose whether you want other people to beat the game for you.Meme value aside, the Asynchronus Multiplayer aspect of this game is what all single player open-world games should aim for when trying to incorporate multiplayer of any type.
There is at least one.There is no mission eg. where you need chase a MULE for stolen cargo.
Haven't really found a use for catapults yet, since zip lines exist. A lot of people seem to build catapults in the mountains where it is easy to set up a zip line network. I got a network from the area around Mountain Knot City and Photographer and Weather Station to Waystation North of Mountain City and Distribution Center North of Mountain City. Now being allowed one carrier along the zip lines it's really easy to zip around delivering goods. I went from being a 100% long range trucker building all the roads east of the mountains to South Knot City to now full on flying man. Loving the game, so much I'm started to become irritated when boss fights and whatnot interrupts my gameplay. And also started to realize I must be nearing the end of the game.Directors Cut is so much better it was obviously half the game getting released as per usual. Stuff like the jetbooster and catapult look really neat. I do feel the game can be too easy once you get the hang of it but you would think the reviewers never figured that out since they had issues with rocks and the bike.
Putting down structures is basically the only depth the gameplay has since the rest is just forward +RTLT, and don't pretend like you're always going into new areas and aren't regularly doubling back to places that are already connected.This isn't really true. In order to use other peoples structures you need to unlock the area first and by the time you have unlocked the area you have essentially beaten the area. You can also just play offline.
You have ghosts to avoid and people with guns who want to steal your stuff. If you kill people with guns (instead of knocking them out), you have to carry them to the incinerator or it's Game Over.Putting down structures is basically the only depth the gameplay has since the rest is just forward +RTLT, and don't pretend like you're always going into new areas and aren't regularly doubling back to places that are already connected.
Oh you mean the ghosts who you can clear out by leaving the cargo behind, getting caught and running out of the zone? And the people who are trivial to fight even on the hardest difficulty?You have ghosts to avoid and people with guns who want to steal your stuff. If you kill people with guns (instead of knocking them out), you have to carry them to the incinerator or it's Game Over.Putting down structures is basically the only depth the gameplay has since the rest is just forward +RTLT, and don't pretend like you're always going into new areas and aren't regularly doubling back to places that are already connected.
Why would you even mention this when they give you a nonlethal gun at the same time as the lethal one?If you kill people with guns (instead of knocking them out), you have to carry them to the incinerator or it's Game Over.
Wow. I had no idea people can game the system like that. Is there even a point in playing when you're doing it this way?Oh you mean the ghosts who you can clear out by leaving the cargo behind, getting caught and running out of the zone?
Your point was that the gameplay is shallow as it only has balance to consider, so I provided a counterpoint.And the people who are trivial to fight even on the hardest difficulty?
Two reasons:Why would you even mention this when they give you a nonlethal gun at the same time as the lethal one?
Almost like the mechanics are retarded when the punishment for failure is less punishing than trying not to fail. (trying not to fail involves doing what you're always doing but at a slower pace).Wow. I had no idea people can game the system like that. Is there even a point in playing when you're doing it this way?
Walking makes up 95% of your playtime, it IS the gameplay and the remaining 5% is just as shallow.Your point was that the gameplay is shallow as it only has balance to consider, so I provided a counterpoint.
Neither of which has anything to do with the gameplay since lethal/nonlethal is a non-choice and the game wouldn't have changed if they never gave you lethals.Two reasons:
There's one part where mules are carrying the crap you have to fetch but there's never a moment where you're chasing them through the terrain.There is at least one.There is no mission eg. where you need chase a MULE for stolen cargo.
Ah, the oversimplification fallacy.Walking makes up 95% of your playtime, it IS the gameplay and the remaining 5% is just as shallow.
Your main brainworm here is mistaking complexity for depth. The game has a ton of stuff and NONE of it matters. Climbing involves pressing jump and putting down ladders (if there isn't a ladder there already) Traversal tools just make the already shallow walking even easier. Rocks show up twice, whiteouts show up once and neither offers any sort of challenge. Weight distribution just means don't max out your load limit and press a button to automatically put stuff on your shoulders. "Power of the current" just means don't step in the deep water....Ah, the oversimplification fallacy.
Walking makes up 95% of your playtime, it IS the gameplay and the remaining 5% is just as shallow.