RamSteelwood wrote:A fishful of dollarsPaul the sparky wrote:
regmcfly wrote:Gun jams, cleaning, shaving, food... Feels like we are back at the worst excesses of GTA SA. Whilsy the d may make it more immersive I'm jealous I'm not sure we I'd label that as equivalent to more "fun". For all the phone never stopped ringing, I appreciated the more stripped back nature of 4.
I agree with you Reg.regmcfly wrote:Gun jams, cleaning, shaving, food... Feels like we are back at the worst excesses of GTA SA. Whilsy the d may make it more immersive I'm jealous I'm not sure we I'd label that as equivalent to more "fun". For all the phone never stopped ringing, I appreciated the more stripped back nature of 4.
trippy wrote:September Dawn, apparently. A disproportionately popular film nobody has seen.
Moot_Geeza wrote:I'll put up with it because of the cowboys but would definitely nuke all that stuff given the choice (or at least switch it off, so others can enjoy it if that's their bag).
I've said it before, but i'd love a 'linear mode' option for these kind of games where it just proceeds along the main story missions in order with none of the side-quest stuff distracting me. Appreciate that kind of defeats the point of these 'open world' games, but for me i'd prefer the chance to just play 'story mode' first, then go into the free roam sandbox after.Paul the sparky wrote:Definitely. More games should let you mould your experience with it like that.Moot_Geeza wrote:I'll put up with it because of the cowboys but would definitely nuke all that stuff given the choice (or at least switch it off, so others can enjoy it if that's their bag).
Blocks100 wrote:. The thought of following that rigid GTA mission structure again (to unlock the other half of the map) leaves me cold.
Paul the sparky wrote:I'm throwing my money at the screen right now. The only thing missing from Breath of the Wild.
Blocks100 wrote:Wish they introduced the ability to 'fail' missions, but still let you progress the main storyline. Too many 'failed' missons would alter the course of the storyline (give you the 'bad' ending) and change things in the world. e.g. fail that compulsory anti-cattle rustling mission (opt not to 'try again') and get marginally more rustlers roaming the countryside.
The thought of following that rigid GTA mission structure again (to unlock the other half of the map) leaves me cold.
it also makes it difficult to balance...if you fail to beat 1 bad guy early on, so that next time he has a gang, you're punishing those that lose.GooberTheHat wrote:That would be great, but imagine the number of branches on the story tree if that was implemented. It would take years to write and decades to make.
g.man wrote:I'll maybe pass on the digital edition then...
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