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Anonymous /v/715040603#715069697
7/10/2025, 5:23:58 PM
>>715069164
How do you even make long walks in games interesting?
>R* does it by giving you interesting conversations with NPCs and stupid races every 5 minutes.
>Death Stranding does it by making it a balancing act, which is cool but doesn't really gel with the whole fantasy aspect.
>AC does it by giving you parkour options, which is nice, but you can't be doing that across vast landscapes.
In a lot of games, the point of progression is to avoid walking altogether, so who knows what can be done
other than having just one or two linear sequences with great music, like the Mexico intro in RDR1.