Nier Automata's open world is fucking terrible. Not only is it too small, but there's virtually nothing of value in it, no secrets to discover, no cool locations beyond the amusement park area you get funneled through almost immediately by the story.
And then you have to keep running through the same four or five square blocks of ruined city over and over and over and over and over and over and over again while that same goddamn song plays on an infinite loop.
They seriously could've cut the open world entirely and the game would've been INFINITELY better.
This. I thought the game was OK, but I couldn't imagine buying it day one after I played through that world.Mafia 2
Made a large open city with literally nothing to do in it except drive from one main mission to the next.
I rented the game and kept thinking "once I get through this linear introductory section the game will open up."
I thought that for about 7 hours before I realized it wasn't an introductory section.
I really liked mafia 2 but the world felt so empty, there was almost nothing to do outside of the story missions.
What?
The entire premise of that game is exploration and it does it brilliantly, better than almost any other open world game i can think of, are you being serious or are you just salty that the game dared to stray from the regular tired zelda format.
That area is pretty detailed, to the point that i suspect that it's part of some cut content.
But that same gameplay was in ground zeroes?The open world in MGSV is essential to allowing the player to approach situations in any way they like.
It's not an open world in the sense that it's supposed to be littered with side content and busywork. It's an open world because it serves as a blank canvas for the player.
MGSV wouldn't be stealth gaming nirvana without its open world.
Like 60% of FFXVs map was cut. You can obviously tell the train section was added as a means to blast through that section of the game because while the locations were mapped out geographically, they never actually had the time to fill out Niflheim.
Its entirely clear from what DLC provided vs. What we originally got:
- Royal edition/Episode Ardyn: gave us a ton of explorable Insomnia. They cut out the entirety of the invasion of Insomnia due to time constraints and made it a 2 hour movie, rewrote the beginning to make Noctis and crew secondary viewers, instead of the the actual victims looking for revenge. This should have been part of a relaxing prologue and the first 5 hours. FF7 had an entirely different structure the first 3rd vs the latter portions of the game.
- Episode Ignis: A bigger Altissia to play around with. However the whole continent was cut. There was clearly additional towns in Accordo and they removed them.
- Episode Prompto: Added an open mountainous area.
Then you get to the hypotheticals:
- Episode Aranea would have given us an explorable Gralea and areas beyond it
- Episode Luna was supposed to be more of Niflheim
- Episode Noctis was suppsed to flesh out the WoR more and expand the ending (which was already perfect so honestly kind of happy they didnt mess with it)
The game is chock full of unrealized potential. It should have been the biggest fantasy game in scope. Instead it felt like a large collection of broken promises.
This and MGSV were gonna be my answers.
In my opinion just because a world is pretty doesn't mean it's worth exploringI wonder if the people claiming Horizon had a pointless open world just thought saying BotW was too obvious a troll.
I spent quite a bit of time just exploring in Horizon, taking pretty screenshots. One time I fell into a mountain river and was carried towards a place that was not reachable in any other way, then found a great spot for overlooking the valley:
One of the most memorable moments in gaming for me, and it was because Horizon's world was so big and freely explorable. The way I got to this spot was so weird that I was sure this was my own personal spot, something probably unique to my playthrough. Sure, there was a bit of a disconnect between main story and open world, but the world by itself was so immensely gorgeous and worth exploring that I can't understand why you would think it pointless, beyond just not liking exploring open worlds in general. In which case, stay away from the genre, it's okay, nobody likes everything.
In my opinion just because a world is pretty doesn't mean it's worth exploring
Not really. Ground Zeroes was a lot more constrained in that respect.
To be entirely fair, making the player dick around a city you're never going to be allowed to return to until the very ending for five hours would've been a terrible way to intro FFXV. It would've felt like a completely different game.
To be entirely fair, making the player dick around a city you're never going to be allowed to return to until the very ending for five hours would've been a terrible way to intro FFXV. It would've felt like a completely different game.
Phantom Pain has multiple missions that involve traversal between Ground Zeroes-esque bases and points of interest that would not be achievable in isolated maps like Ground Zeroes. I honestly don't see the harm in having the bases connected in one contiguous world, especially considering many players will just exfiltrate the hot zone via helicopter anyway (as you would in Ground Zeroes-like maps). I personally enjoyed exfiltrating the hot zone on foot or by vehicle after missions and just going around the world doing side ops. Removing those connecting areas would only serve to limit mission variety and player options. And the alternative would be, what, either having a bunch of island bases or bases with invisible walls or mountains around them? More would be lost than gained were MGSV have ditched its large biomes (and I'm not even really sure what would be gained).
As much as I liked the game, Gears 5's 'open world zones' were kinda pointless. Just some bland looking busy-work between the next good game play segment.
Final Fantasy VII is also not a road movie. You can't tell a road movie story and then spend 5 hours NOT on the road before you get to the road part.
The game was never advertised as a road movie only. The first trailers depicted the invasion, before the rebooted development on the game. They could have literally done whatever they wanted. It would have followed the same structure as FF7: Linear-> Open World/Travel-> Linear.
Phantom Pain has multiple missions that involve traversal between Ground Zeroes-esque bases and points of interest that would not be achievable in isolated maps like Ground Zeroes. I honestly don't see the harm in having the bases connected in one contiguous world, especially considering many players will just exfiltrate the hot zone via helicopter anyway (as you would in Ground Zeroes-like maps). I personally enjoyed exfiltrating the hot zone on foot or by vehicle after missions and just going around the world doing side ops. Removing those connecting areas would only serve to limit mission variety and player options. And the alternative would be, what, either having a bunch of island bases or bases with invisible walls or mountains around them? More would be lost than gained were MGSV have ditched its large biomes (and I'm not even really sure what would be gained).
I didn't play MGSV like a conventional open world game - I helicoptered in and out of basically every mission - but it was integral to the experience. You cover a lot of ground in some missions - like the one with the ruins and the helicopter, and the snipers in the mansion - and the open world allows you to approach them from a lot of different angles. Getting from one place to another, through multiple encounters, was the fun of that game.
lol people saying MGSV I will never understand,my pick is Final Fantasy XV.
You know I use to think it was pointless but then NMH2 came out and I kinda wished they didn't get rid of it. There's just something about it.No more heroes (the first one). The entire game I was thinking "why even make this an open world?"