What Works And Why is a monthly column where Gunpoint and Heat Signature designer Tom Francis digs into the design of a game or mechanic and analyses what makes it good.
Far Cry 5 is a mixed bag, but one of the bigger, shinier objects in that bag is its companions system. It’s a crossbreed of Far Cry Primal’s pets – you can summon them and direct their attacks at will; and Far Cry 2’s buddies – they can revive you if you get taken down. Nine of the companions available are starring characters: people or creatures you meet and recruit through main story missions with backstories and (when human) dialogue. But I don’t really care about eight of those, and I only care about the ninth because he is a dog, which gives him three key advantages:
1. He is, again, a dog.
2. He never alerts enemies if I’m being stealthy.
3. He never speaks, a big plus in a world where almost everything anyone says makes you like them less. (more…)
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