:le-pol-face: wasn't offended in the slightest about diversity, though.

  • BoxedFenders [any, comrade/them]
    ·
    3 years ago

    I'm looking at the graphics now and it is utterly gorgeous. I like the premise too, and making it a WASP fantasy world would sterilize its richness.

    • hexaflexagonbear [he/him]
      ·
      edit-2
      3 years ago

      It's also essentially a global warming allegory, it would hurt the message unless you had a diverse cast and a variety of cultures present. Like it takes place in a small area, but these are supposed to represent all of the people in the world affected by corporate greed (capitalism, but the gamedevs are probably libs and probably would add some additional descriptor like crony or whatever).

    • viva_la_juche [they/them, any]
      ·
      edit-2
      3 years ago

      I think the previous game lucked out bc it dropped around the time botw came out and there was discourse then that the next Zelda game should be centered on playing Zelda and that probably got the Gamers attention

      But it’s really good and was pretty much the best distillation of the Ubisoft style open world game up to that point imo. Little things like making the towers interactive tall dinos you had to climb that had at least a bit of a skill curve instead of just climbing the 27th landmark tower.

      It had some goofy story things tho, the bit in the beginning when they tutorialize seeing the dinobots walking path and you’re just kind of sneaking through the grass but the companion character is steadily losing his shit like “what the FRICK?! HOW are you DOING this alloy!!” Like it’s some crazy achievement comes to mind lol

      Ima wait til it drops on pc tho bc my ps4 dies constantly and I ain’t buying no console for a single game lol

      • hexaflexagonbear [he/him]
        ·
        3 years ago

        Imo the best part of the first game is that it didn't feel like it was just wasting your time with pointless stuff. There was a relatively small collection of side quests, the optional dungeons were intricate and felt meaningful, the amount of collectibles was reasonably low, and there wasn't an overwhelming amount of skills or gear choices. Like it's just nice the gear was a clear direct upgrade path, it wasn't a full rpg and it knew that it didn't need you to spend time min-maxing.

        Umm, the design choices for gear and skills differ in the second one, it's still not ridiculous. The gear for the most part is still designed around the same philosophy of each piece being a tool with a really specific purpose, but there's some added complexity with skill points and different bow types using similar arrow types.