Depend on what you mean as non-linear.
For the story, it's linear as frick and most decisions are really just illusion of choices outside of the ending and the first few missions in Act 1 like Royce mission.
Though, some of the side gigs do give you 2 options, but there are some that forced you down to a specific path that annoy you like pic who you tried to save, but got mad at you for not helping one of the goon that kidnapped her in the first place.
By itself, The game isn't that bad, but the marketing overhyped a lot of shit especially the life paths which amount to nothing and end up with a linear story like I told you.
7 months ago
Anonymous
does it at least have multiple endings?
7 months ago
Anonymous
Fortunately, it does.
7 months ago
Anonymous
..........good enough for me
7 months ago
Anonymous
Recommend looking up Fear the reaper ending.
That ending requires a specific requirement that is frankly moronic and will require you to start a new playthrough if you don't fulfill the requirement.
For the other endings, you can try all of them out in one playthrough.
7 months ago
Anonymous
>he doesn't just shotgun the goon on the gurney
LET'S MOVE b***h LET'S MOVE >"waah I'm mad at yieuuuu!!"
GOOD THING YOU'RE NOT PAYING ME b***h LET'S MOVE LET'S MOVE
>so what?
Depending on the layouts for those levels, yeah excessive linearity can be a horrible thing. Just take a look at FF13. Pretty much every single level is literally just a one way corridor.
linear is about story constraints though, because non-linear is in reference to doing all kinds of content in any order you want. some of those Final Fantasy games aren't just linear, they have hallway level design. calling them linear is just dragging down other good games, which is dishonest.
linearity is only bad if the underlying systems and encounter design can't stand on their own. plenty genres like beat em ups and shoot em ups are strictly linear, yet those ganes can still be extremely varied and well-designed within those limitations. "linear" is already a vague term, in some contexts it's downright meaningless.
it entirely depends on where the difficulty comes from
Shit like Furi are legit hard games because you need to learn boss pattern and how to counter then, which then becomes easier. Shit like midnight club has horrendous a.i and you basically have to pray for it to let you win the race
>game's "save" system relies on you picking up rare items throughout each level >if you die, you have to go back to the last place you saved which could have been 30 minutes ago >criticize it for unfair difficulty >"skill issue"
how do you properly respond to this?
Did you ever beat those NES games you thought were so hard?
>game is bad because it doesn't make me feel good and the dopamine drip is too slow
What do you mean? Stop making bad games
>Too linear
so what?
So, you advertised a game that promised a lot of non-linear options and it was too linear.
Or worse, you made a game that basically plays like a movie, and user input matters very little.
that's not what linear means
That is what linear means.
Arranged in a straight line, without changes to that ray.
name (1) game that "promised a lot of non-linear options" and didn't deliver, I can wait, I have all morning long.
The Legend of Zelda; Twilight Princess
Cyberpunk?
isn't that game pretty open though
Depend on what you mean as non-linear.
For the story, it's linear as frick and most decisions are really just illusion of choices outside of the ending and the first few missions in Act 1 like Royce mission.
Though, some of the side gigs do give you 2 options, but there are some that forced you down to a specific path that annoy you like pic who you tried to save, but got mad at you for not helping one of the goon that kidnapped her in the first place.
By itself, The game isn't that bad, but the marketing overhyped a lot of shit especially the life paths which amount to nothing and end up with a linear story like I told you.
does it at least have multiple endings?
Fortunately, it does.
..........good enough for me
Recommend looking up Fear the reaper ending.
That ending requires a specific requirement that is frankly moronic and will require you to start a new playthrough if you don't fulfill the requirement.
For the other endings, you can try all of them out in one playthrough.
>he doesn't just shotgun the goon on the gurney
LET'S MOVE b***h LET'S MOVE
>"waah I'm mad at yieuuuu!!"
GOOD THING YOU'RE NOT PAYING ME b***h LET'S MOVE LET'S MOVE
Every Bethesda game ever
those games are too non-linear and would benefit with more linearity
You're talking out of your shit stained ass. Bethesda games are linear shit with zero choices whatsoever.
you're moronic, the only reason people even like them is for the non-linearity. the wide as an ocean bullshit that gives them the depth of a puddle.
>another moron who doesn't understand what "linear" means
>so what?
Depending on the layouts for those levels, yeah excessive linearity can be a horrible thing. Just take a look at FF13. Pretty much every single level is literally just a one way corridor.
linear is about story constraints though, because non-linear is in reference to doing all kinds of content in any order you want. some of those Final Fantasy games aren't just linear, they have hallway level design. calling them linear is just dragging down other good games, which is dishonest.
linearity is only bad if the underlying systems and encounter design can't stand on their own. plenty genres like beat em ups and shoot em ups are strictly linear, yet those ganes can still be extremely varied and well-designed within those limitations. "linear" is already a vague term, in some contexts it's downright meaningless.
>game is considered "non-linear"
>you have to do all the options anyway and order doesn't really matter
but the heckin Ocarina of Time is greatest GOAT
>game is considered non-linear
>in actuality you're just following the same storyline with different faction paint on
Lies of P reviews be like
killer bean game looks better than most shit coming out.
it entirely depends on where the difficulty comes from
Shit like Furi are legit hard games because you need to learn boss pattern and how to counter then, which then becomes easier. Shit like midnight club has horrendous a.i and you basically have to pray for it to let you win the race
How's the Killer Bean game doing?
>"Forced" [insert positive aspect of game design]
>It's bad!
I wish I could reach through my ethernet port and slap some of you frickers.
>game's "save" system relies on you picking up rare items throughout each level
>if you die, you have to go back to the last place you saved which could have been 30 minutes ago
>criticize it for unfair difficulty
>"skill issue"
how do you properly respond to this?