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Reason: None provided.

That's one example that can be an issue. For some games such combinations manage to be quite fun, but then for others it can be rather detrimental. Also depends to some degree on how far they go.

Darksiders 2 for example I feel went way too far on implementing loot and itemization, to the point where it became a chore I really didn't want to keep dealing with all the way throughout the game.

Shadow Warrior 2's another example that comes to mind. It was maybe a little overly ambitious with its implementation of dynamic/procedurally generated map elements, and might've gone a little over the top with some of its weapon customization/crafting (which was almost good in a lot of ways).

Now I will also point out, that I actually did enjoy both of these games a fair bit. Shadow Warrior 2 in particular I might almost praise. But both games end up dragging on a bit, with a lot of clunk and repetition dragging them down, becoming nearly a slog to try and finish.

Part of it I think is when the amount of time that you devote to side mechanics (like crafting) drastically exceeds the amount of time and effort you invest into playing through the actual game. Which is even more annoying when the payoff for that side-investment is rather meager and ends up only adding a tiny bit of additional fun to the primary gameplay.

19 days ago
2 score
Reason: None provided.

That's one example that can be an issue. For some games such combinations manage to be quite fun, but then for others it can be rather detrimental. Also depends to some degree on how far they go.

Darksiders 2 for example I feel went way too far on implementing loot and itemization, to the point where it became a chore I really didn't want to keep dealing with all the way throughout the game.

Shadow Warrior 2's another example that comes to mind. It was maybe a little overly ambitious with its implementation of dynamic/procedurally generated map elements, and might've gone a little over the top with some of its weapon customization/crafting.

Now I will also point out, that I actually did enjoy both of these games a fair bit. Shadow Warrior 2 in particular I might almost praise. But both games end up dragging on a bit, with a lot of clunk and repetition dragging them down, becoming nearly a slog to try and finish.

Part of it I think is when the amount of time that you devote to side mechanics (like crafting) drastically exceeds the amount of time and effort you invest into playing through the actual game. Which is even more annoying when the payoff for that side-investment is rather meager and ends up only adding a tiny bit of additional fun to the primary gameplay.

19 days ago
1 score
Reason: Original

That's one example that can be an issue. For some games such combinations manage to be quite fun, but then for others it can be rather detrimental. Also depends to some degree on how far they go.

Darksiders 2 for example I feel went way too far on implementing loot and itemization, to the point where it became a chore I really didn't want to keep dealing with all the way throughout the game.

Shadow Warrior 2's another example that comes to mind. It was maybe a little overly ambitious with its implementation of dynamic/procedurally generated map elements, and might've gone a little over the top with some of its weapon customization/crafting.

Now I will also point out, that I actually did enjoy both of these games a fair bit. Shadow Warrior 2 in particular I might almost praise. But both games end up dragging on a bit, with a lot of clunk and repetition dragging them down, becoming nearly a slog to try and finish.

Part of it I think is when the amount of time that you devote to side mechanics (like crafting) drastically exceeds the amount of time and effort you invest into playing through the actual game. Which is even more annoying when the payoff for that side-investment is rather meager and ends up only adding a small bit of additional fun to the primary gameplay.

19 days ago
1 score