04-01-25, 19:12 | #21 | ||
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Joined: Jan 2022
Posts: 12
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05-01-25, 15:47 | #22 | |
Golden
Joined: Apr 2007
Posts: 5,768
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From the design documents, it appears to me that they were overly ambitious without much forethought into the execution. You can look at other PS2 titles from the time with streaming engines, better control schemes, etc. and realize they were in a bubble and unable to see out of it. For example, I don't buy the 'nobody liking the analogue control scheme so we changed it' reasoning considering this was standard by 2003. I love AOD, and still think it's the best game in the franchise, but a lot of that reasoning surrounds the mystique of 'what could have been' rather than what actually was. |
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12-01-25, 15:42 | #23 |
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Joined: Sep 2002
Posts: 8,098
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AOD was the Cyberpunk of its time, except back then you couldn't just patch your way out of trouble. It was released at least a year too early. At least. I still remember realising about a third of the way through just how dismally 'not fun' it was.
I will be playing it later this year on the PS5 for the first time in over 20 years. I'm nervous to go through it again tbh. |
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