Opening sequence
krevvie
Join Date: 2016-12-30 Member: 225744Members
I don't know if this has already been covered or not, but the opening sequence confuses me. This is after a single playthrough and I have deliberately avoided guides to focus on, well, the joy of crashing on an alien world and winging it. This post is 100% subjective and is meant only to provide player feedback at an experiential level.
I like the setup of the emergency ejection from the ship, but everything having to do with the ship after that doesn't work for me. It makes no sense to me that it lands so close to my pod (it seems like it should be miles and miles away), but its presence seems to encourage me to go explore it, since it is literally made out of valuable resources I don't start the game knowing how to get. But heading that way is punished by radiation, so, okay, not supposed to head that way. Said radiation is then emphasized by an impending explosion with a "10 km" minimum safe distance, which encourages the player to leave behind the pod with all of its crucial gear. I chose not to do so and discovered that being within probably 200 meters of the explosion, I was just fine. So why do this? Why have it there, and so close, in a situation where the only logical choice of action is to get back to that ship ASAP? And if the point of the explosion is to emphasize that I shouldn't be on the ship, why not just make it radiated? The explosion encourages a course of action that I was unwilling to pursue--and I felt like the game was "wrong" to encourage me that way, since nothing bad happened for being so close to it (and I'm guessing something bad easily could've happened if I had actually managed to get 10 km away.)
If I'm supposed to ignore the Big Obvious Thing, then make it further away, please. If I'm supposed to ignore it for the whole game, then make it impossibly far away, or else if I'm supposed to ignore it until later, I unlock the _____ _____ ("spectral locutioner", "quasi farmgrit", whatever), then make it a good bit further away, enough so that I won't be drawn immediately in that direction because I'll need to eat first or something. I'm guessing that whatever happens, I'll need to go back there--but a mission waypoint or, heck, a rapid tidal current, could make it be visibly far off but still conveniently reachable.
My two cents.
I like the setup of the emergency ejection from the ship, but everything having to do with the ship after that doesn't work for me. It makes no sense to me that it lands so close to my pod (it seems like it should be miles and miles away), but its presence seems to encourage me to go explore it, since it is literally made out of valuable resources I don't start the game knowing how to get. But heading that way is punished by radiation, so, okay, not supposed to head that way. Said radiation is then emphasized by an impending explosion with a "10 km" minimum safe distance, which encourages the player to leave behind the pod with all of its crucial gear. I chose not to do so and discovered that being within probably 200 meters of the explosion, I was just fine. So why do this? Why have it there, and so close, in a situation where the only logical choice of action is to get back to that ship ASAP? And if the point of the explosion is to emphasize that I shouldn't be on the ship, why not just make it radiated? The explosion encourages a course of action that I was unwilling to pursue--and I felt like the game was "wrong" to encourage me that way, since nothing bad happened for being so close to it (and I'm guessing something bad easily could've happened if I had actually managed to get 10 km away.)
If I'm supposed to ignore the Big Obvious Thing, then make it further away, please. If I'm supposed to ignore it for the whole game, then make it impossibly far away, or else if I'm supposed to ignore it until later, I unlock the _____ _____ ("spectral locutioner", "quasi farmgrit", whatever), then make it a good bit further away, enough so that I won't be drawn immediately in that direction because I'll need to eat first or something. I'm guessing that whatever happens, I'll need to go back there--but a mission waypoint or, heck, a rapid tidal current, could make it be visibly far off but still conveniently reachable.
My two cents.
Comments
I think the idea is that it's supposed to leave you thinking.
Having them explain shit to you at the beginning takes away from the brainwork.
I think the radiation is created by the explosion?
So they let you venture where ever just to give you a wow welcome... then clone you in and train you.