Another case of the game shooting itself in the foot. The idea of having a map detailing the location of boxes that are kept in semi-public places is wrong for a lot of reasons. Who is guarding these pages? The Templars? Why don’t they gather them up and put them someplace safe? Or burn them, if they don’t want them falling into assassin hands? Who pays to guard them? Who MADE this map, and why? Who put these items in these chests, and why?
So, once again, it’s just an arbitrary videogame item round up. This is fine for Mario (the plumber, not the assassin) and Link, but it doesn’t work against this faux-historical backdrop.
Worse, this once again takes the momentum out of the plot. The player thinks it’s time for the big showdown, and instead everything grinds to a halt while you prance around doing things that are less interesting and don’t make any sense in-world. It’s like: The Rebels are about to begin their run on the Death Star, but first we have to drop everything and do this crossword! By the time you get done, the feeling of urgency has been obliterated.
Note that I’m not objecting to fetch / gathering quests. Those can be fine, and lots of people even enjoy them. What I’m objecting to is how this is executed. It’s sloppy, dull, and damaging to the pacing of the story.
Tomorrow is the finale. Buckle up.
A horrible, railroading, stupid, contrived, and painfully ill-conceived roleplaying campaign. All in good fun.
Trashing the Heap
What does it mean when a program crashes, and why does it happen?
Shamus Plays LOTRO
As someone who loves Tolkein lore and despises silly MMO quests, this game left me deeply conflicted.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
Do you like electronic music? Do you like free stuff? Are you okay with amateur music from someone who's learning? Yes? Because that's what this is.