Even if you only use it sparingly, it's an easy crutch to fall back on if you don't immediately know where to go next.įor what it's worth, the remaster is more-brown/gray than the original due to lighting changes. You don't develop that when you're following waypoint markers. The layout of the System Shock remake could be daunting at first, but by the end of the game I had a pretty clear map of most of the floors in my head. You just had to shoot the big glowing button on the wall (that your GIF ends on).īut the System Shock games have detailed maps, and part of that experience is sometimes figuring out where to go next - or how to get there. There was no box jumping puzzle or need for a grenade jump. See, you were too focused on following the arrows here, and were not paying enough attention to the environment. This interaction highlights exactly why I don't like the way modern games are designed with the expectation of compass markers etc though. I'm all for including accessibility features like these for people that need them.īut at the same time, Quake II's maps are not exactly labyrinthine, from what I recall (and from what I've played so far).
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