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The dialogue of the game is very intriguing as well as voiced superbly making for a very immersive experience as far as story is concerned. It is through the care the developers took to implement such realistic writing and voice work that makes the game so intriguing and an experience to play. See More
Deviating from the previous two games Wild Hunt now has open world environments that are so large and detailed it can be intimidating. In comparison to other open-world games such as Skyrim the open World in The Witcher 3 is 3.5 time larger, in comparison the GTA5 The Witcher 3 is 1.5 times larger. See More
The puzzles require great observational skills with many clues being found only after thoroughly exploring the location in which the puzzle resides. Oftentimes, these clues are very discreet, well hidden, and integrated into the environment in creative ways. Piecing everything together can be quite a challenge at times as the puzzles provide no instructions, but also very rewarding as bits of the story are revealed after each successful solve. See More
For a game that is heavily steeped in storytelling, there is a surprisingly low amount of actual dialogue and spoken lines. While it doesn't detract much from the experience, some people might be expecting a lot more writing for a game that boasts its story as a selling point. See More
With the exception of a few storyline gated or locked areas, you have the freedom to explore the entire game world from the very beginning. From the dark forests to the run down old houses, you can wander and go wherever you please, stopping to enjoy the scenery or investigate locations at your leisure. There are no linear story paths to follow and most of the puzzles can be completed in any order. This unhindered exploration allows you to explore the world and unravel the mystery completely at your own pace. See More
They are very plain and look almost cartoonish in nature, which is a stark contrast to the photo realistic environment they inhabit. The same level of work that went into the game world didn't quite make it into the character models, and as a result, they are disappointingly bad. See More
While wandering the landscape, it's easy to believe you are exploring an old forest and town lost to time. The buildings are run down and decrepit, the roads and railroad tracks are overgrown with grass, and save for the chirping of birds or the river babbling, it is eerily silent. Exploring around and poking into every dark corner of the vast wilderness, one can't help but feel a complete sense of awe and become fully immersed in the mystery. See More
There is very little direct interaction with the world outside of solving puzzles and reading notes. Much of the game is simply walking around and exploring. From time to time, you will stumble upon a location in which you can manipulate items to solve the various puzzles, read notes, and watch story cutscenes play out. See More
During development, real objects were photographed, scanned, and put into the game world using a process called photogrammetry. As a result, everything in-game renders as photo realistic without jagged lines or appearing pixelated. Everything from buildings and trees down to the smallest details like rocks and blades of grass look great. See More
Without revealing spoilers, almost every major puzzle in the game is solved using the exact same logic. While the puzzles themselves are thematically different, the way you approach them and the mechanics they use are the same. After you've figured out how the first one works, you'll be applying the same basic principles to every puzzle in the game thereafter. See More
While the game starts out with the premise of a detective trying to solve the disappearance of a young boy, the story quickly takes a sharp turn and begins mixing in some very surreal, strange themes. These themes border on the paranormal and supernatural, and it quickly becomes apparent this is not a clear cut missing persons case. During the course of the game, the story keeps you guessing and invested as you try to figure out exactly what's going on. Additionally, due to the way you explore the nonlinear world, you might be witnessing events out of order which makes it even more mysterious. See More
There is one notable part of the game where the player spends an uneven amount of time in that the environment is lackluster as well as holds many frustrating puzzles. This makes for what feels like unbalanced pacing and is an aggravating section of the game. See More
Elite Dangerous has very good integration with the Oculus Rift thanks to its cockpit view only gameplay philosophy. All ship UIs are part of displays that appear on each side of you that appear when you turn your head, so accessing the navigation or ship menus happens seamlessly just by looking in their direction. The game also uses the direction you are looking in for targeting, so your lock on target is whatever you're head is pointing at. By sitting in the cockpit of a ship, you are given a stationary frame of reference that helps prevent motion sickness associated with movement in game when you aren't actually moving. See More
Full exploration of the galaxy is planned, allowing you to be able to jump from star system to star system, and fly around within a solar system from planet to planet, eventually going all the way down to a planet's surface at a 1:1 scale in a later update. Planetary landings will require a lot of details to be developed and designed, but you can still see the level of detail shift in action when flying into a planet's rings, where getting close enough show the individual asteroids within, which you can then interact with through mining, or by having a battle among them. See More
Looking up faqs and trade routes from first hand users will be the norm for figuring out many aspects of Elite: Dangerous. On top of this notes will have to be taken, which is made more difficult by the fact the game does not support in game not taking. So a pad and paper is recommended to remember all of the minutia of the game. See More
When Elite Dangerous come out, development won't stop. To build a game with the huge scope of Elite Dangerous, not all of it can be done at once, so the developers have adopted an approach of incremental improvement. Various game play elements are being designed as a foundation for later features. For example, although planetary landings aren't going to be available until a later update, the engine has been designed to be able to support going from lightyears away to meters away. See More
Elite Dangerous uses publicly available real world star maps that we have of the Milky Way consisting of 150,000 star systems. Although in the current beta, full access to the entire galaxy is limited, in the final game, you will be able to visit any of the 400 billion stars in our galaxy on a 1:1 scale. Stars that we do know of are properly mapped in place and are of the correct type given the information we have about them. Stars we haven't collected data on are procedurally generated which allows you to explore any of the 400 billion of them. Star systems are intelligently simulated using the "Star Forge", a generator that simulates the creation of a star system forming from its nebular cloud to determine what celestial bodies appear and what orbits they have. This feature leads to many varied and unique star systems possibly with planets that can co-orbit around each other, or with binary star systems, and infinitely more possibilities. See More
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