GT: VelveteenZombie (XB1)
Hey fellas, I was hoping to get your take on one of two items...or both if you've got the time.
1. Is the cost of everything worth it? OK, loaded question...there's lots of items to consider here:
- The print book – has the $14.99 spent on the book been worth the "extras" available to you in game? Is it really leading you to stuff you couldn't do/figure out on your own? Or is it all halo effect, ambient, story building (not that's a bad thing)?
- This next bit requires looking at a bunch of data points, many I'm sure I'm leaving out...but basically...are we just goofily blowing cash on outfits because we're a bunch of vainglorious couch warriors? Or do you guys think the personal touches make the game more fun? Frankly, I'm torn...I play with some guys who DEMAND I wear the same Marine outfit they do (I'm looking at you YNPxGreyxWolf) so we have a sense of comraderie when we play...granted it does feel more "ooo-rah!" when I get a good-shot-salute emote when the squad is kitted out in like uniform...but at $4.99 it also feels like an expensive way to just get some feels. If I really wanted the feels I'd let the dog lick my face for free. On the other hand...if I buy the bling and the game makes bang-gusters I guess we're more likely to get added DLC, right?
- RE: Hazmat, National Guard, and the other four bundle kits (medic, firefighter, etc...)...So, they come with blinged out guns, but the guns aren't skins...they're just blingy guns. Except that the stats on them pretty much suck eggs. I don't think I even fired them. I had "better" weapons before I set foot on Manhatten and I couldn't even get my bling until I fought my way over to the Base of Operations. Was this a fail? Or did I miss something...I'd be far happier if those unique guns were skins, or could be broken down to skins....
2. Unboxing and reading the directions (among other things) was a time-honored tradition in the pre-digital era. But now, we can just jump in-game and rely on tutorial levels to teach us the ropes. But that means we need real tutorial levels that teach us the hinky micro-mechanics of how the game works, yet as I played last night, not in New York, but in the menus I learned some cool stuff. I had no idea how much XP I left on the table because I wasn't returning to safe-houses after completing their mission boards. I ended up making fast travel trips to like 4 safe houses to pick up completion bonuses for completing the neghborhood...something I never would have learned had I not been exploring the map's mission layout and noticed a bunch of un-checked side missions. I just don't think (I know...opinion) the game does a great job of saying, "go to ALL the safe houses, JTF Officers are located at each, along with a mission board. Completing all side missions from the board and the officers of a safe house earn a completion reward....for me, that really opened up the game and understanding how encounters, events, missions, and side-missions are structured.
And speaking of the game opening up wider...it would have been nice if somewhere there was a better prompt for us players that completing an actual story "mission" unlocked an "intel" item, aka, cut scene, that explained the backstory depending on whether the mission was medic, tech, or security...e.g., completing security missions unlocked intel cut scenes that showed me all the various bad guy factions in New York (also giving clues on how they fight)...and completing medical missions unlocked back story cut scenes on how the virus spread, was planted, developed, etc...
To me it feels like it's a form of reverse Destinitis...where Destiny promised me so much that it didn't quite deliver on...TCTD is delivering me a metric ton of cool content THAT IT NEVER EXPRESSLY TELLS ME ABOUT. Am I missing anything else that helps round out my post-apocalyptic adventure experience?
And tangent...anyone else feel like they should be making a go-bag for when society fails?