I have sunk a ridiculous amount of time into the game, got 2 stamina wheels nowWhen I'm at work or not playing it, I dream about playing it... so yea I love it. GOTY for Nintendy for sure!
You just don't understand the appeal of better games, of how BotW and TotK could've been so much better like those other games...for the last time, I prefer open-world games that respect my limited free time and don't have player-hostile mechanics. It's not "over my head"; it's just incredibly bad game design.In my experience the first shrines were pointed out to clearly. Predefined markers spoil the search of an open world.
An infinite durable great weapon to smash everything makes for repetitive gaming, now I have to manage weapons before I go in, it's part of the challenge.
I'm with the other guy. This game is probably over you're head, you prefer better guided games to hold you're hand all the way.
The open world formula of ubisoft as you describe is boring to me. It is a passive way of playing games, going from objective a to b to c non stop without taking the time to think to solve mysteries.You just don't understand the appeal of better games, of how BotW and TotK could've been so much better like those other games...for the last time, I prefer open-world games that respect my limited free time and don't have player-hostile mechanics. It's not "over my head"; it's just incredibly bad game design.
Clearly, trying to explain myself is a waste of time in itself; I'm gonna go play a good game now. Peace.
I mean, yeah, what Horizon apparently does is demeaning, but that level of infantilising is not what I'm talking about. I'm not talking about being blatantly guided and hand-held like that; just removing the possibility of getting lost, of getting confused about where objectives and important landmarks are.The open world formula of ubisoft as you describe is boring to me. It is a passive way of playing games, going from objective a to b to c non stop without taking the time to think to solve mysteries.
The open world formula used in zelda and elden ring is great though, it makes the player think carefully and play the games actively. Zelda may take it a bit too far but it is still a great open world formula.
Me as a player do not want to feel like a child, being guided. Horizon Dawn has a horrible way like a lot of other open worlds where the main character starts talking by themselves " maybe I should take the ladder there " , they try to help the player but it is kind of insulting to the player in a sense.
While I understand the frustration of not getting an easy marker to objectives, I fully embrace the zelda formula in this case.
You're talking past each other. You want more direction in your open world games, others don't want the kind of direction you want. In your case, you can get what you want be reading a few guides or looking at an object map. There isn't usually an option to turn off the markers and handholding of other games though. Personally I have times I want to be told where something is and other times when I'm happy to go looking for it provided you've given me the clues to lead me there. If I get lost, I go look at a map or guide. No in game hand holding needed. I suppose there is a generation of us that grew up playing games with very few instructions on where to go, who to talk to, and what to do.You just don't understand the appeal of better games, of how BotW and TotK could've been so much better like those other games...for the last time, I prefer open-world games that respect my limited free time and don't have player-hostile mechanics. It's not "over my head"; it's just incredibly bad game design.
Clearly, trying to explain myself is a waste of time in itself; I'm gonna go play a good game now. Peace.
When I'm at work or not playing it, I dream about playing it... so yea I love it. GOTY for Nintendy for sure!
Most open-world games give players the courtesy of not getting lost or wasting time finding content, by having map markers already placed for you.
I mean, yeah, what Horizon apparently does is demeaning, but that level of infantilising is not what I'm talking about. I'm not talking about being blatantly guided and hand-held like that; just removing the possibility of getting lost, of getting confused about where objectives and important landmarks are.