It’s the best open world ever made in a game...
But then I think they don’t find any good way to exploit it. For all the systemic stuff in place, all the missions are painfully linear, which feels jarring and antiquated. I’ve had mission failures because I strayed too far from the waypoint line, I think we were past that as design goes. Obviously the challenges are the open stuff in here, but they’re a sidenote.
I feel the game should have scripted mission, the writing is even great sometimes, but a lot of it should’ve been edited out for more freeform “main” activities (that said I think they’re too much in love with their story and cinematic style to do that and that annoys me). With the camp motif, I think there was way to make the game more open-ended, there’s a seed of that in the camp fund systems and all the food/medicine/ammo stuff, but it doesn’t amount to much. In the context of the game being so linear, I feel all those systems become busywork whereas if the game wasn’t this scripted, they could’ve been used to create your main goals.
For a game that has this much work in, it’s super disappointing to me that I’m simply going marker to marker like any other open world game. It’s my favourite open world ever and I love it even as I’m just following waypoints, but I also see it as a massive missed opportunity.
Small sidenote: I took an hour to hunt for three 3-stars rabbits for a challenge and it baffles me that killing those rabbits was a more involved task than killing people. For all the systemic bullshit they added in that game for realism, the killing of other humans is still so videogamey that it feels hypocritical to me. But then maybe I’m expecting too much of big budget games.
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