Yeah, thatās the cargo size indicator. As far as I know they went with this because the vehicles donāt have weight limits but volume limits, which are never expressed in concrete units in the game. A standard bike can fit two XL containers worth of stuff plus whatever you can carry on your person, an advanced bike only what you can carry, a Bridges truck can carry 28 XL containers (so two XL per bar, plus whateverās in your backpackās vertical storage which will go to the passenger seat, stacked stuff on the other hand counts towards the truck bed limit), a mule truck a lot less (maybe 8 XL?). One XL is worth 3 M, one L is worth 2 M, one M is worth 2 S.
Advanced bridges trucks can contain the same cargo as normal, even though the description says otherwise, but if you look closely enough the descriptionās pasted from the bikes and is wrong (unless theyāve patched that since mid december). Of course, beyond the volume considerations, the more weight you have the worse your vehicle will perform, although I think boost speed is not affected.
i would really like to get all the actors who worked on this thing in a room and ask them off the record what it was like to work on this
i finished episode 7 after putting the game down for a while. i have most of the map covered, and it looks like iām nearing the end, but then i searched and found out there are 14 episodes and iām wondering how the heck there can be that much left
from a development standpoint it was really smart of them to go with an open world design that was sparse. i wish there was a little more going on out there (like encountering other porters), but i get a lot of the decisions that were made re: where to spend their limited resources. getting this thing from zero to shipped in 3 years is pretty incredible for what it is, even if itās not as fleshed out in some places.
Idk if you want light structural spoilers but re: chapters: Chapter 8 is the last ārealā chapter where you get to go around the open world and do normal gameplay shit. At the end of chapter 8 you enter the endgame, and the chapters get really short (technically I think you can probably still do sidequests and such in some of the later chapters, but dramatically youāll be in a rush toward the endgame so it wouldnāt make sense to. ALSO: donāt worry, thereās postgame that lets you go back and do whatever
Thank you for this. Iāve been working my way through this post for a week now. I finally reached the end. That was way more interesting and pleasant than actually watching all the cutscenes would have been. Thank you.
So which of Nintendoās big properties is going to end up taking cues from this game?
Oh no Mario, Bowser destroyed all of the Mushroom Kingdomās pipe transport network, you have to rebuild it! Hereās a Yoshi and a Boo Radar we made out of your old FLUDD, get to it plumber boy, chop-chop
While I think the two games are more different than a lot of folks here do, I think it would be pretty trivial to have a simplified version of this be a subquest type in Breath of the Wild 2.
the French line readings in this are comparatively normal, they actually insert prepositions at times when there are no English subtitles which leads me to believe that Kojima only mandates that particular directorial tic of his main cast
I think Iām very close to the end of the game, but every time I play I just end up completing āstandardā deliveries instead of advancing the story. Iām glad you donāt have a write letters to accompany deliveries, the way you have to in Animal Crossing.
Last night, I went off in a direction where there didnāt seem to be anything. At the edge of the map, I found a bunch of jellyfish-looking things floating in the air out over the water. They set off the BT alarm, so I threw a grenade at one and it disintegrated.
Maybe Iām still coming off the high of completing it but the game has some cutscenes at the end concerning fatherhood that surpassed the graveyard in MGS4.
right now my main thought about it is that itās interesting to me that itās a console game, it feels like itās exclusively supposed to be played by a person alone in their apartment sitting on their couch with a controller and taking for granted the time they put into it, which I have a somewhat negative reaction to and I think is a big part of what @HOBO bounced off of.
I like how on the nose it is, right now I feel like itās just going to keep adding mechanics for the next 30 hours, and in some sense that would justify making what feels in other respects like a preposterously expensive indie game. it has unmistakable vanity project energy and you still donāt really see that in this format otherwise.
I finished this game. The highest points were definitely the times when things felt desperate, before I really knew what was going on. But I also enjoyed just messing around in the world, setting up my zip line network and then using it. I spent too much time doing that, in fact.
One thing I never did was kill a MULE or a terrorist. Maybe I should try that before uninstalling the game, just to see what happens.
The craters that form when you succumb to BTs last a surprisingly long time. I only ever caused two of those, and one (up in the snowy mountains) I used as a landmark for many trips until it finally filled back in. I guess another thing that I might want to try is getting defeated by BTs in different types of environments, such as places where there are buildings, just to see the changed landscape.
Even after hours of exposure, I remain impressed with all the little visual and sound effects. The way things deteriorate, for example. A bridge on the verge of collapse starts looking almost like a Silent Hill prop. Or when a vehicle loaded with supplies seems clearly not in good enough shape to make the trip I need it to make, but I keep inadvertently hitting rocks and things and wondering which collision might be my last. (Discovering that I could see the vehicle damage percentage in the menu detracted from this to some degree.)
I once tried to make a jump across a crevasse near the Collector in a truck and somehow didnāt make it. I was pretty close to a distribution center but there was no way to extract the vehicle. I could have hiked the items out piece-by-piece after bringing over a new vehicle, but I decided to just let it go and move on. I had been starting to horde resources in my personal lockers that Iād probably never need. Just like a MULE.
god thatās like, way more apropos than it ever should be
even five years ago considering the context around this game/games I feel like this wouldāve been just a gag but now itās almost more like actual text than metatext
anyway as much as I find a lot of both the scope and the actual mechanisms of playing this game to be genuinely depressing in some respects itās also impossible to dislike, itās just so full of shit in every sense of the expression
yeah gosh I love this after being preemptively exhausted by all the prerelease media and being pretty ambivalent on what I saw of it being played at sbcon and not even being sure about the first couple hours when I started playing
itās absolutely soggy with metaphor and I love that about it