I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

    • bermuda
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      21 year ago

      My issue is less that it drags on and more that it’s basically barely even gameplay. You’re pressing a button for minutes on end, then letting go when they talk, then pressing again when they walk again. It’s boring. For a game as cinematic as RDR2 you’d think they wouldn’t be afraid to just make it a cutscene. If they wanted gameplay then at least let me walk around a bit.

        • bermuda
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          21 year ago

          Yes and I’m saying the made a bad decision, no matter how purposeful it is. I find your reasoning to be really flawed here. Just because they chose to tell the story that way doesn’t mean I can’t complain about it.

          • @abigscaryhobo
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            11 year ago

            For a bit of a different take, I think that method (slow walking, paced moving) is exactly perfect for RDR2 because the whole point was that you were meant to be Arthur and live his story. If you wound up on this random island and started sprinting and hopping around everywhere it wouldn’t make any sense for his character. He’s in a new place, confused, and at least a little scared, he is gonna move slowly and take everything in while he gets his bearings. And while yes it could be put into a cutscene, then you’re completely disconnecting yourself from the immersion. RDR2 is meant to be a methodical story, with pacing to match. Youre not a super hero and you’re not a savior, you’re just a guy named Arthur Morgan. If you’re playing that game in the mentality of “c’mon hurry up go go go” you’re fighting against the design and style of the game itself.