Val the Moofia Boss
Scholar
- Joined
- Feb 3, 2022
- Messages
- 1,340
Where is the sale?
So I've made my way through Jahai Bluffs over the weekend, the LW4 map and... this is pretty much a proto-Secrets of the Obscure.
Another thing in Jahai is that the extra areas are just a bonus for the map's main theme. You visit these places once as part of the story, and there's a few things to do in these areas (like the legendary wyvern fight), but the rest of the map is just Kralk being up to his usual bullshit. Then again, Jahai is part of the Elona tileset, and these maps just kind of blur together for me with their desert stretches, mesas, oases and Kralk's crack rocks, with Balthazar's forces and Joko's infrastructure sprinkled in for the PoF maps and the first half of LW4.I think it worked in Jahai's case because it was a free patch map, and the thing people were more interested in looking forward to in S4 was the story. The asset reuse was not a big deal, and the bubbles in the desert looked visually unique. Problem with SotO is that the main story of GW2 had concluded, so SotO had to do more work to get people invested. It did not have the sheer aesthetic appeal or large content draw of HoT with its four malevolent multilayered maps. The floating islands in the prerelease materials did not look as cool as other floating island worlds like Granblue Fantasy or Xenoblade 2 or Bastion from WoW. It just looked like cheap plasticky asset reuse islands, which tied into the feeling that SotO was a cheap dlc being made as Anet's interest in GW2 was winding down.So I've made my way through Jahai Bluffs over the weekend, the LW4 map and... this is pretty much a proto-Secrets of the Obscure.
Another thing in Jahai is that the extra areas are just a bonus for the map's main theme. You visit these places once as part of the story, and there's a few things to do in these areas (like the legendary wyvern fight), but the rest of the map is just Kralk being up to his usual bullshit. Then again, Jahai is part of the Elona tileset, and these maps just kind of blur together for me with their desert stretches, mesas, oases and Kralk's crack rocks, with Balthazar's forces and Joko's infrastructure sprinkled in for the PoF maps and the first half of LW4.I think it worked in Jahai's case because it was a free patch map, and the thing people were more interested in looking forward to in S4 was the story. The asset reuse was not a big deal, and the bubbles in the desert looked visually unique. Problem with SotO is that the main story of GW2 had concluded, so SotO had to do more work to get people invested. It did not have the sheer aesthetic appeal or large content draw of HoT with its four malevolent multilayered maps. The floating islands in the prerelease materials did not look as cool as other floating island worlds like Granblue Fantasy or Xenoblade 2 or Bastion from WoW. It just looked like cheap plasticky asset reuse islands, which tied into the feeling that SotO was a cheap dlc being made as Anet's interest in GW2 was winding down.So I've made my way through Jahai Bluffs over the weekend, the LW4 map and... this is pretty much a proto-Secrets of the Obscure.
I think it's partially to make the world look larger than it truly is. This is also why you can't see distant places as part of the skybox: from Southsun Cove you should be able to see Caledon to the west, Bloodtide and Sparkfly to the east, Claw Island and the Wizard's Tower to the north and Orr to the south. Or the massive cube in Sandswept Isles from Istand and Dragonfall, or Draconis Mons from Rata Sum, Dragonfall, Ember Bay and the western Orr maps. Even as recent as SotO you can't see Skywatch or the Tower from Amnytas or vice versa. The only one I can think this actually is the case is that you can see Janthir Syntri from Lowland Shore.It really does not help that Tyria is divided into small instances maps, and the engine has a short draw distance so you can't see any landmarks out of bounds in the far distance like a mountain or a city to give you a sense of location.Another thing in Jahai is that the extra areas are just a bonus for the map's main theme. You visit these places once as part of the story, and there's a few things to do in these areas (like the legendary wyvern fight), but the rest of the map is just Kralk being up to his usual bullshit. Then again, Jahai is part of the Elona tileset, and these maps just kind of blur together for me with their desert stretches, mesas, oases and Kralk's crack rocks, with Balthazar's forces and Joko's infrastructure sprinkled in for the PoF maps and the first half of LW4.I think it worked in Jahai's case because it was a free patch map, and the thing people were more interested in looking forward to in S4 was the story. The asset reuse was not a big deal, and the bubbles in the desert looked visually unique. Problem with SotO is that the main story of GW2 had concluded, so SotO had to do more work to get people invested. It did not have the sheer aesthetic appeal or large content draw of HoT with its four malevolent multilayered maps. The floating islands in the prerelease materials did not look as cool as other floating island worlds like Granblue Fantasy or Xenoblade 2 or Bastion from WoW. It just looked like cheap plasticky asset reuse islands, which tied into the feeling that SotO was a cheap dlc being made as Anet's interest in GW2 was winding down.So I've made my way through Jahai Bluffs over the weekend, the LW4 map and... this is pretty much a proto-Secrets of the Obscure.