We live in the Pretty-EM-UPS era, but it doesn't spread to Clair Oksur: Expedition 33

A lot of Triple-A games are too beautiful for your own good. Claire Absor: Expedition 33 is not one of them – though it is very beautiful.

Currently, big budget games are facing many problems: from the rise of generative II, out of the control of budgets, dissolved schedules and the lack of accurate path to monetization. But the biggest creative The problem that is facing Triple-A Games is that many feel that you are guided in the thematic park, not the world you can explore. Let's call it orientation to these games beautiful.

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Problem with pretty em

In games such as God of War Ragnarok, Callisto Protocol, Final Fantasy 16 and Dragon Age: The Veilguard, there is one route with virtually no flexibility in how you continue. You are abandoned until you reach a combat meeting, puzzles or a dead tree to rise with a companion, and then you jump back into the funnel again. Level does not exist for study; It exists to translate you from the goal to the objective.

I don't like all these games. After all, the god of war Ragnarok made my list in 2022. But they are an alarming trend in game design. This is the final search point for graphics as an end on its own. Instead of serving interesting levels with interesting tasks, they give the players a narrow road to work with periodic obstacles in the form of combat. The only thing they can offer is pleasant scenery.

Linear games have changed

God-War Ragnaro-8.jpg
Credit: Studio Santa -Monics

Kratos fights the creature, and Atreus helps in the background.

There are different forms of linearity and linearity, in itself, not bad. The game is like the original Doom, the linear in the sense that it has a sequence of levels you need to complete to complete your company. But at these levels you have a great degree of freedom in where you go first and what secrets you will find, or you will find them at all. Similarly, Super Mario 64 is linearly in the sense that there are gates that prevent you from moving further until you are collecting a proper number of stars.

But any given level is open, throwing you and allowing you to run to the content of your heart. And you can play levels in each subsection in any order. This is fundamentally different from many modern games that offer little to do, but between combat meetings.

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Claire appeals most linear games Triple-A

At first, I was worried that Claire absur could feel the same. It is definitely very beautiful and focused on history, distinctive features of beautiful em-up. There were many shots of demonstrators in the frames of the game, which were similar to the canyon, while sweeping the camera across the sky.

But as soon as I actually met, I realized that I could get lost in my world. The paths are twisted and double back. You may need to rise through the tunnel in Harry or down the low trail. I was especially pleased when in the early area I thought I reached the next checkpoint to just realize that I turned and actually came back where I started.

Add to the fact that the struggle feels both strategic and active that there is a world card to move, that skills costs actually seem to mean that the bosses will beat the back when you are not ready, and that enemies are repeated every time you rest in campsite, and you have a game that is much more interesting.

Claire absur has an incredibly specific world, and its opening makes you explore it. The level on the rail kills this feeling, so I am glad that Claire Obsuro gives me freedom to find out how beautiful on my terms.

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