Anonymous
8/12/2025, 9:34:33 PM No.717933996
I was looking forward exactly to this game called Echoes of End, because something in my subconscious tipped me off to the fact that this would be one of the few action adventure games, especially in the modern era to FINALLY put adventure over action and an emphasis on not just puzzles, but traversal, and the general ESSENCE of adventure in "figuring out where to go or how to get there".
So when I see picrel. And I see a criticism that appeals to an arbitrary "balance" that was broken because of too many puzzles. I have to ask myself...who the fuck lets these randos speak? This is such juvenile judgement that I could get it from a child on a playground when I was in 5th grade.
Nobody talked about the imbalance of extremely basic traversal so CONVENIENT in breath of the wild that determining how to get somewhere or find the right way was so trivial because you could literally just turn your brain off and press up on any surface, there was no mechanical difference between pressing forward in the air, on the ground, or on a mountain besides stamina which can be cheesed so conveniently (potions) or so tediously (stand on vaguely less steep slope)
Then theres God of War 2018 this game was compared to. I saw in a review call this game "repetitive" and "tedious" because the platforming expected some precision.
Are we really doing this? GOW is a game where every instance of traversal is a contexual button input that flies you across a gap. Or is literally so mindless that you can be holding the sprint button and jump without even having to press a button
Why are we shitting on games for doing more?
Why doesnt GOW get called Generic? When it blatantly apes off of RE4's contexual button traversal? Or doesnt get called dated for its QTE's? Why didnt BOTW get criticized for its repetitive enemy outposts? Its garbage equally repetitive combat? Its poor balance of puzzles, combat, and traversal, where Joseph Anderson showed how many shrines were repeated shallow filler?
So when I see picrel. And I see a criticism that appeals to an arbitrary "balance" that was broken because of too many puzzles. I have to ask myself...who the fuck lets these randos speak? This is such juvenile judgement that I could get it from a child on a playground when I was in 5th grade.
Nobody talked about the imbalance of extremely basic traversal so CONVENIENT in breath of the wild that determining how to get somewhere or find the right way was so trivial because you could literally just turn your brain off and press up on any surface, there was no mechanical difference between pressing forward in the air, on the ground, or on a mountain besides stamina which can be cheesed so conveniently (potions) or so tediously (stand on vaguely less steep slope)
Then theres God of War 2018 this game was compared to. I saw in a review call this game "repetitive" and "tedious" because the platforming expected some precision.
Are we really doing this? GOW is a game where every instance of traversal is a contexual button input that flies you across a gap. Or is literally so mindless that you can be holding the sprint button and jump without even having to press a button
Why are we shitting on games for doing more?
Why doesnt GOW get called Generic? When it blatantly apes off of RE4's contexual button traversal? Or doesnt get called dated for its QTE's? Why didnt BOTW get criticized for its repetitive enemy outposts? Its garbage equally repetitive combat? Its poor balance of puzzles, combat, and traversal, where Joseph Anderson showed how many shrines were repeated shallow filler?
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