garos fe raw 2 is basically a goodgame. the covershooter stuff is a lot better than most because there are really different types of enemies, like ones that blow up, ones that do a lot of melee damage, stuff like that. and theres not many different gun types but they all do a good job of having a specific role to fill. and you cant really be perfectly prepared for every situation, there’s no perfect combination of weapons.
the reloading thing where you can try to make the reload go faster by pressing the button again at a certain point in the animation is great because it takes whats otherwise a passive activity and makes it into a choice you make with potential positive and negative consequences. basically any game with reloading should do this
unfortunately epic kinda completely fucked it up on every other account. theres so much stupid shit in this game that just gets in the way of the actual fun part that it would be painful to list it all. luckily im dead inside already so here we go
there’s too many fucking vehicle sections and they’re all horrible, why would you do this. developers need to stop putting vehicle sections in games for no reason. everything you drive in garr sof weas 2 either controls really fucking bad or is sluggish or confusing to shoot. they give you a bit of the main gameplay and then get really freaked out that you might get bored and throw you in the cockpit of some stupid fuckoff vehicle that dies too easy and has to get through like 10 scripted events before you leave it. like imagine if you were at a party getting drunk and every 2 shots you had to drink a gallon of milk, i mean you’d be pretty turned off. i would be. the reason im playing the game is because of its main gameplay, dont try to throw icing on a cake if the cake is good and the icing is shit
the game hijacks your fucking camera too much also. youll just be running around killing stuff, coming dangerously close to having fun and suddenly bam, cliff bleszicnehgki reaches through the screen grabs the controller and says HERE LOOK AT THIS. ISNT IT COOL. well no clifford, its not. i was actually kinda doing something, i dont care that it took your animation team 20 hours to make this bell tower collapsing, i mean im glad they did and all but im not gonna stare at it like im the one that wanted it to happen in the first place. designers these days are so obsessed with making games into “experiences.” its the mark of a douchebag designer to use the word “experience,” it implies a sort of railroading and trimming down of options so that no matter what you do you’re bound to go through the same specific events that the designer thinks are so goddam important to creating “an experience.” it implies a linearity of design thats just totally fucking stupid in a genre whose only defining feature is interactivity. games arent about trying to create a feeling, that goal does not allow for interactivity. they should be about creating a system, and the player’s interactions with that system will create feelings in them naturally. and it’ll be a lot fucking cooler than this stupid crap about some muscular dickshit trying to find his stupid fucking wife that nobody cares about
another dumb thing along those lines is when youre just runnin around and suddenly you have to walk like 1mph while your character talks into his ear (???????). its literally making you stop playing the game so plot can happen. why. i’m playing a game, i’m not playing plot. have the decency to leave that stuff in the cutscenes. so i can skip them. i guess the MY IMMERSION crowd finds that more realistic, but i think i’d find it realistic to put ice packs on their heads. to cool down the hot air
the level design often just makes like little to no sense. so often you have to go completely out of your way to hit like a switch or something to open some door to go through, or to bridge a chasm. it usually doesnt really make sense for the switch to be there, or its in some ridiculously out of the way area. i mean we’re supposed to be fighting in these places that are presumably occupied and lived in so why would the residents want to walk an extra 100 feet to hit a button every time they wanted to go home or whatever. its lazy design. it makes you have to metagame. instead of thinking ‘ok how would this logically be designed for me to get over there’ you have to think ‘where did the designer put the stupid lever this time.’ objectives and situations need to be internally consistent with the rest of the game and in gores aw arf 2 they arent usually, so theres no real benefit to paying attention to your surroundings or whatever.
speaking of gaminess i hate this third time’s the charm shit. where you have to do some action three times for it to have an effect. prime example in this boy is when you have to kill the monsterfish by going in its mouth and throwing a grenade in there three times. why three times. let me straight up drop some knowledge here; games are about learning, you get presented with a simulation that gives you challenges and includes ways to overcome those challenges. you figure out what those ways are and the fun comes from learning that. gaining that knowledge (skill) is called an intrinsic motivator and unless i can actually get better at that particular task, theres significant diminishing returns every time i have to do it. so with the fish example, theres no way for me to throw the grenade better. i cant get it done any faster by being better. i just have to do it three times. the first time i do it its like awesome, i done a thing. by the end of the third one i just want it to be over, i know ive mastered this and i dont need to still be doing it. treat your audience like adults please.
also if your third person covershooter ends with a railgun mounted machinegun segment you’re just beyond help