this post was submitted on 22 Oct 2024
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Example; the Legend of Zelda: BotW and TotK weapon degradation system. At first I was annoyed at it, but once I stopped caring about my “favorite weapon” I really started to enjoy the system. I think it lends really well to the sandbox nature of the game and it itches that resourcefulness nature inside me.

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[–] davel@lemmy.ml 16 points 3 weeks ago (5 children)

Shadow of the Colossus was linear, but I don’t recall anyone complaining.

[–] ProdigalFrog@slrpnk.net 15 points 3 weeks ago* (last edited 3 weeks ago) (3 children)

I think Mafia received that criticism because of its surface level similarity to GTA, which is known for packing a ton of random side content in its open world.

In Mafia there is genuinely nothing to do out in the world when driving around outside of the main story missions, except for occasionally a mechanic at a garage will offer you some small mission to steal a newer and faster car. Because of that, people complained that the open-world part was pointless and a waste.

[–] ryven@lemmy.dbzer0.com 4 points 3 weeks ago* (last edited 3 weeks ago) (2 children)

Is this the one where I kept trying to go visit my mom (as part of my belligerent insistence on looking for stuff to do in the open world after every mission), but the game wouldn't let me go into any building that wasn't the next story mission, and then later the main character got chewed out by his mom for never visiting her? I did find that annoying.

[–] ProdigalFrog@slrpnk.net 5 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

That might've happened in the sequel? I don't think you ever see the main character's parents in the first game, but I do recall visiting them when you come back from WWII in the second game.

I wasn't a big fan of the sequel, since I found the main characters to be unsympathetic assholes.

[–] ryven@lemmy.dbzer0.com 4 points 3 weeks ago

I think you're right, it must have been the sequel!

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