>>3803646NTA but I was trying to scratch my emergent gameplay itch from Fallout and I am sick of "pass skill check, skip gameplay" design. Making a game either a full visual novel or a murderhobo sim. It feels less like the game outsmarted me and more like the game just deciding to lock out options.
Why can't I run out the door in an encounter? Is it because the door is locked? No, it is because I failed the VN mode and it is back to pure murderhobo mode.
Muggers in the street? They will follow me everywhere. Climb up building? It doesn't matter if they can't reach. They will keep trying to kill me. Guards will do nothing.
The tutorial tells you to fight like a coward but calls you a coward for trying to run. I understand the point but the game doesn't seem to earn its tone.
Fallout had some cool emergent gameplay element; and while it isn't perfect, most games don't even bother. Underrail is pretty good about it but the sequel looks like it is going all life sim route with all of these minigames.