@efesell: I realize it's not the cleanest comparison, because you're right that was pretty much always a portal into a side story that enhanced or established character motivation (though in several cases probably was just a convenient wedge for a joke). But just often enough those ATE moments did one or both of those things while also further explaining why you cared to be where you were in the first place, especially during side missions that could retroactively be likened to Mass Effect's loyalty branches.
I've definitely noticed that plenty of scenes don't involve lore the game has new information for, unfortunately as somebody who probably spent an extra two or so hours "playing" Guardians of the Galaxy out of fear that if I walked too far forward I'd cut off dialogue I was usually, but not always, keen to hear, even typing it out loud and hearing there's a more general lore dump menu in the near future likely won't be enough to stop me from pausing after almost every significant sentence or scene break to check if some new exposition waits in the ATL crevice.
It's a sickness, and I suppose what I'm really saying is that it would have been nice if the font next to the button icon weren't always yellow, implying new news. Or a very small icon would appear in the same lower right corner when something new's in there (they're already marking things I haven't read before, dang it!). Maybe at some point it becomes more contextual, I have to hope so, but if it doesn't...like I said, knowledge for me is rarely the key to the door of doing. I'm a guy who's replaying Spider-Man a third time and still insists on both listening to Peter describe the contents of each collectible backpack and then reading the menu entry about that backpack.
So this ATL feature is, in lieu of a miracle, infuriating in the most minor and self-inflicted way. Especially when there's some woman that seems quite important to the scene, and I know who she is and why she's currently lying there, but I can't help but wonder if the game might want to explain why she's lying there as opposed to her purpose when she wasn't.
(The worst thing of all just happened, by the way - I got to the next cutscene after the fight, after this post, which I'd paused during the intro cutscene only to find a useful anecdote while writing this post...and in that following cutscene, there's a blue dot on her ATL entry! Fuck! Because again, I'll admit when I first saw Joshua ATL index comment about carrots only to later hear characters note his distaste for vegetables in a cutscene, I could tell this might not be the most important thing in the world. But somebody wrote this shit and I'm compelled to read it. Although in this specifically unique instance, it was useful because in pausing to write about how worried I am about how much I'll be pausing to read lore in this game, I'd forgotten who I was fighting and why. So kudos to the Time Lore after all!)
Which I guess is all to admit this likely isn't anywhere near a significant problem with the game's design, but given my misgivings about this game after playing the demo (and some of the more general, arcane design choices) I can't help but think of this thing as an early, looming exemplar of this game attempting to be bold by doing something very dull.
Maybe you could just say that codex you speak of will behave like Dandelion's journaling in The Witcher 3 and I can try my best to behave. But even then, that game had the goodwill to wait until a cutscene was over and you were back in the open world to inundate you with "character entry updated" notifications attached to a never-disappointing sound effect. Now that's video games!
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