Played a little bit more today and yeah, the game’s definitely starting to become a little frustrating. It’s still a fun time, but it feels like the developers are making a lot of tiny little decisions to make the experience just a little more frustrating with each level.
Chapters 3 & 4
These levels are good, but they’re also where the frustration starts. These are the levels were you start to die, and boy is it frustrating. It’s super easy to die, yet it never feels intentional. You almost never die to combat or traps or anything you think would be difficult. Instead, you die to the spike trap puzzles. You die to falling over one floor by mistake. You die to the physics engine. You die to bullshit environmental hazards that are very hard to tell apart from the scenery. It would’ve been so simple to just fade the screen to black, reset your position and add a little bit of damage like in Ocarina of Time, but It seems the developers hate fun and love loading screens, apparently.
This is also where i began to notice just how sudden the endings for some of these levels were. It’s probably just me, but half the time it doesn’t feel like I should be at the end of a level yet, and the other half it feels like it should’ve ended a while ago. In every stage I played today the game just suddenly stopped when I least expected it and asked me to load the next level. It doesn’t feel good.
And the worst part? Is that the levels are fun. Getting a flamethrower to roast spiders is fun. Tricking a t-rex into stepping on traps is fun. It’s just frustrating that the developers made so many weird choices for their game, all they do is detract from the actually fun gameplay. I’m pissed.
Chapters 5 & 6
Chapter 2 left a very bad first impression on what exploration was gonna be like in this game, and I think these two chapters do a much better job at executing this idea.They offer two different approaches to exploration, and I think both of them are much better than just the weird open-world thing from the second level.
Chapter 5 is an indoors level that plays like an exploration level. You have to find 8 boulders to complete a puzzle, all of which you can find just by following one path that is pretty linear, even when it branches off into multiple rooms. Chapter 6 is an exploration level that plays like a linear temple. You have to get to the end of the swamp, and while you’re free to explore multiple areas of this world, the way to the exit is very linear, and you have to visit multiple checkpoints in a certain order.
Both of these levels have a defined structure that the player is meant to follow, which leads to a better level design than whatever Chapter 2 was trying to do. Everything is near one path that you follow through the end, and while you can wander off to try and find some extra collectibles, you never feel really lost with either of these approaches to exploration. If exploration comes back in the future, I hope it follows either of these two formulas.
Overall: The game’s still fun. It does have its frustrating moments, but I don’t think it’s bad or anything. At least not yet. We’ll have to wait and see how much worse it gets.