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AWACS.6537

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  1. For what was supposed to be the last bit of content for End of Dragons, it was pretty underwhelming in my opinion.


     

    Spoiler

    As far as the story goes, the entire ordeal of the commander dealing with their emotions feels incredibly short-lived, and for most players, I would imagine that some players have no emotional attachment to the characters that we're supposed to feel sorry for. As many have mentioned, Cinder being an option in the story is an incredibly strange choice, because our characters have spent very little time with them in general, and this is even reflected in the game's community since a lot of people aren't even aware of who she is, or they forgot she existed in the first place. Stranger yet is that Chul-Moo was the character they used as an emotional support here, which is even more ridiculous since he's supposed to be managing his own people back in Cantha. I can't imagine a gang leader has the time to just stand around in Tyria to say a few nice words about an enemy that barely made an appearance in the story.

    I think it would have been significantly more impactful if there was a legitimate reason for the player character to feel emotionally burdened about something that happens during the chapter, rather than feel guilty about something that happened a long time ago in the past, as even the characters in the story mention that the player character has already learned to deal with those events. Since the demons are using mental attacks to try to whittle down the commander, it would have made more sense to have the commander be tricked via hallucinations or illusions into mauling and injuring Gorrik or Rama and then having the demons work off the guilt from there instead of than having the players be told they should feel sad or whatever by having the commander say they feel bad because some NPC from a while ago had something happen to them. Of course, like others have said, the whole thing just feels short.

     

     

    The new chunk of the meta event was also disappointing. It just devolves into more green tunnels and a horde of siege turtles, all the way up to the finale, but you don't actually do much sieging with the turtle aside from busting open something, grabbing something else, and walking over to a point and repeating the cycle several more times. It could have been a lot more interesting if the boss required some sort of coordination between drivers and gunners rather than having a small platform with green laser sniper rifles and a few control points to stand on. To put it bluntly, the gameplay here isn't very engaging, and to echo what others have said, it really is just a reason to make people use siege turtles for something and it feels pretty uninspired.

    The new adventures dotted around End of Dragons aren't bad, but they certainly do feel like someone just wanted to pad the maps with a couple of things. Strangely enough, the siege turtle adventures require more driver/gunner coordination than the actual meta event.

     

     

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