It's fun. The world was nice to run around in and it felt alive. Difficulty too low though, even at highest difficulty you could still beat up the mutants or whatever they were. Would've loved for some customization other than skins, especially in coop since it quickly gets confusing having 4 clones running around.
Lots to do, free running is generally smooth and makes crossing the map for fetch quests less of a chore. Combat is simple but enjoyable with the movement options. First impressions are a bit rough but once you get a few levels under your belt the upgrades make the game waaaay more enjoyable. Grappling hook unlocks at 12 and adds a dash of just cause to the mix at least for your movement (you can grapple down to break falls) If you can get it cheap it's worth it especially with the Following coming out in Feb
I really like it, free running is fun and the combat is really fun, very good atmosphere and spooky missions to anyone who can hear this, your situation is dire. The only thing I absolutely hated was the final boss "fight"
>>323440475 >Being overpowered doesn't feel fun This is the major flaw that'll probably ring true for anyone who has played it. It severely lacked a balance between challenge and fun. I would much prefer to get that feel of actually being chased during night, and having to calculate the options for resource-retrieval/scavenging during day in accordance to the density of zombies in the area and so forth. But it just ends up falling flat in that regard. Reaching the 2nd area, with the more modern city tileset, somewhat addressed this however.
You can still avoid 99% of encounters. Even at night
I don't have a good solution to fixing the balance other than "make it better"
Dead Rising 3 (the whole series really) has a very similar problem. You're either struggling or you're just mowing everything down or are totally untouchable. But you don't have enough mechanical depth for it to be fun.
>>323439502 Genuinely enjoyed it. And I'm the sort of person who generally really does not like open world games. Combat is fun, though not mindblowing, parkour is really cool, the progression system is suprisingly great, settings and environments are great, the game even has genuine atmosphere at times and there is surprising amount of attention to detail or clever design involved. Supply runs can be amazing. The story is mostly absolute ass, QTE bossfights are a joke and there is a whole load of small issues (personally, I just really don't like this kind of scaled loot thing in particular), and there is not a single original idea or concept in the game, but it's all put together surprisingly well.
They promised to improve a lot of smaller things, namely the human A.I. and combat/weapon variety in the enhanced edition too.
I dunno: it's definitely not a smart or a "must play" game, but out of the last two or three year open world games, it certainly was most fun to me.
>>323440821 that jumping hunter is invader. If you turn it to any time-it suddenly becomes night and that fucker invades. Then, it's a "attack-defend" type of game. He gets several nests to protect, you gotta destroy them. You have limited lives. You win-you get weapon. He wins-he gets points to evolve. You can set it to like "once in every 3 nights" or "night only". I once had a guy with golden weapons help me. He would just beat the poor fucker, then go after the shit he has to protect.
Fun climbing about due to how it detects ledges (allowing you to climb just about anything from wardrobes and flourescent lights to the apartment blocks in the first map) and how everything is spaced out in both zones so that you have less obvious routes to take.
Night running was fun too. Could have actually used some more generic construction sites than the ones you find in the story, because those demand more use of the free running than the slums or even old town.
The Following looks like a really bad idea given how unintuitive climbing on terrain could be, and it doesn't even look like you're expected to do more climbing than driving.
To everyone addressing the issue with the game's difficulty compared to how easy the game becomes later in the game, do you think the new difficulty in the enhanced edition might fix those problems? I haven't played the game yet and after hearing good things about the actual gameplay itself, I'm hoping this new version will fix some of the problems and make it a bit more fun.
>>323441505 >tfw be the invader. >4 players against 1 invader (me) >Constant one ups from both sides, one nest left 2 lives for them. >Got rekt in the end from being too late and dying and missed the horde summor spit. >Overall it was a good game and got my heart bumping.
>>323441974 I used to get the same heart pounding when I'd play l4d2 and rush with my buddy. 2 pubbies left behind, me and him rushing, doing alright and suddenly tank. We'd just rush to saferoom. After the match, I'd usually notice my hands to be cold and shaking, heart rushing and hearing my own heartbeat. I love that feeling.
>>323441971 Fast enemies like virals, volatiles and maybe even other humans need to be made smarter, moving ahead of the player in some places if you stay on one plane for too long to encourage putting more obstacles and height between you and them. A big problem with the pathing of volatiles is that they make themselves vulnerable or fail to path because they're exclusively following your trail instead of finding another way to you.
They could be made tougher for when you do have to fight, but that has more to do with the value of weapons than the difficulty of enemies. There's not a lot that can be done about the basic zombies except maybe for increasing their numbers and introducing more at ground level so you have a reason not to get bogged down.
All I want out of the 'new parkour moves' is the ability to tuck your legs when jumping as in Mirror's Edge for when you specifically need to clear barbed wire or an extra foot of fence without landing on or grabbing the fence.
>>323439502 The good stuff: >Good setting >No damage numbers bullshit like Dead Island >Enemies feel less like damage sponges >Parkour is good >Nighttime is awesome >Music/audio design is good >Co-op is a blast >Fun enough enemy variety >Crafting is better than Dead Island's >Challenging enough to stay engaged through whole game
The bad stuff: >Second half of story is stupid >90% of side missions leave something to be desired >Grappling hook is nice but kind of ruins the fun
Enjoyed it for a long time then it just felt mediocre in some aspects and uninteresting. Weapons were terribly bland, limited to no gunplay in the zombie apocalypse, story sucked, maps became repetitive, nothing interesting to find savaging (kept reminding me it wasn't fallout).
On the bright side it did have good controls for running/parkour, the day and night cycle had tons of potential and it was genuinely scary at times.
>>323444885 I understand why they limited gunplay tho and it was because they could only support a number of zombies in your area at a time. Could you imagine a sniper rifle lol they're would be nothing to shoot.
Running at night was hyped to be an intense and challanging experience, but for some reason the "dangerous" zombies all show up on your minimap with view cones and everything, so avoiding them is piss easy.
The "hard" difficulty removes this, except for your "survivor sense" which does the exact same thing by literally letting you see them light up 200 feet away and through walls.
Running at night is the exact same as running during the day, except you have to do a bit of zig zagging. That is, until your get to the sword weapons and you can just cut them to pieces together with everything else.
Difficulty progression is messed up. Basically your employer decides to drop you into this quarentine zone to do whatever job for them. You being a fat ass nerd who can barely climb a white picket fency and cannot jog for fifty yard straight without collapsing. Any zombie and human will be going strong, despite their skull being grinded into fine powder and their brain being bashed into jelly by 50 facial hits from your steel pipe wrench. Complete damage sponges. That is until you progress to the medieval swords and you'll be decapitating entire hordes with single swings. The tackle moves enable you to rhino through anything with impunity.
I don't get this sort of gameplay design. It breaks the challange as well as any sort if immersion.
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