![]() Frustrating as I don't have *all* the patience in the world. ![]() I'd hit upon something and the twins would comment at length for several lines and then I'd start trying to get a look at more trivial objects to pass the dialogue time but then that important dialogue would get clipped and some more trivial commentary about the object I looked at would pop off. The unskippable dialogue and abundant trigger points criticism are ones I big agree with though along with some cluttered or chaotic dialogue priority scripting in places. You can seriously burn the twin's relationship with their prior guardian figures like Tessa if you play them towards very myopic dialogue choices. I'd say the way the impact of how some choices go down are more inconsistently applied than that they outright don't matter. The trademark DONTNOD magical realism mechanics were pretty barebones in a mostly respectable way and the simple puzzles allowed me to feel less frustrated about story interruptions while the book prompts got me to experience the more allegorical elements of the lore. The negatives I experienced with the game didn't seem outstanding for its genre and, if anything, I felt that the toned down gimmickry compared to Life is Strange added to the mature and intimate flow of a story I was significantly more engrossed in.
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