11-03-20, 10:11 | #29441 |
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11-03-20, 10:18 | #29442 |
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11-03-20, 12:33 | #29443 |
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11-03-20, 12:43 | #29444 |
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Lmao guys
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11-03-20, 17:07 | #29445 |
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12-03-20, 11:04 | #29446 |
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Some posts removed and some of you have a PM waiting.
Please post respectfully and constructively. |
12-03-20, 17:21 | #29447 | |
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Quote:
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12-03-20, 18:39 | #29448 |
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Shadow isn't ugly. The same jungle, precolumbine aesthetic gets tiring after a while, but it's not ugly. It's possibly better than the prequels.
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12-03-20, 20:30 | #29449 |
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perhaps ugly isn't the best word to describe it but like was said before me, there are literally no vistas at all. everything is a fricking corridor, there's nothing grand like watching over the geothermal valley in rise, or Kitezh, or something interconnected and clever like the mountain village in 2013. the biggest hub in shadow doesn't even allow platforming. it was one of the best things of the games before it, a big open environment where you are pretty free to look and go wherever you want. One of the biggest things the 2013+rise accomplished was how fun the platforming could be in these spaces. Even tho it's a little bit too forgiving at times, it's great fun to hop around the rooftops in mountain village and shantytown. or to jump from one building to another in Kitezh while using your grappling hook to latch onto ledges at the last possible moment. There's nothing like it in shadow.
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12-03-20, 21:27 | #29450 |
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I think the hubs are too big and too empty for their size (that's the real important bit) across all three of the games.
In most cases they just feel like there's not much point to them. They'll scatter a few collectibles, maybe putting one or two up a tree or something, and then that's kind of it. |
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