We get it. You don’t like when we farm stuff but doing things like the Skorn strike where all you want to do is progress triumphs and bounties and the entire boss fight doesn’t count as enemies is obnoxious. It just makes people want to leave the strike. Accept that we’re going to find ways to farm and just move past it.
“-take as much as you need. It’s all yours.” interrupted Harry.
“What? No I have to forcibly take-“
“Well now you can’t. I’m giving it to you.”
Wormtail packs up and goes home.
As per the title, when you're fully engrossed into a story that aims at a certain level of realism, killing waves after waves of enemies in a mission can shatter the experience somewhat.
I have two examples in games I played recently. Read Dead 2 boasts an immense story and I was thoroughly enjoying it, but constant shooting galleries in every mission are laughable. If my gang and the O'Driscoll's, for example, are supposedly rivals, how can there be competition if we have 5-6 combat ready guys and they seemingly have almost a hundred of them (because that's how many you kill)?
The other game was Mafia: Definitive Edition. Two families competing, but ours have 3 fighting guys in inner circle plus a few "red shirts" on the side, and yet we keep killing dozens of rival family goons.
Both games have stories grounded in realism, but the number of guys you kill ruins it.
Is there a feasible solution to this problem?
The enemy AI in this game is absolutely fantastic. Like it's downright absurd how well the AI on the enemy soldiers (called Replicants) are able to use the environment to their advantage as well as able to communicate between each other and are able to determine your position very well. Much of their brilliance can actually be attributed also to the enviromental design itself since from interviews of the developers it was told that the AI was designed around the office style enviroments which allowed the creators to mask how good the AI actually is. And it worked brilliantly. On the harder difficulties it actually feels like you're fighting real players. No two gunfights will ever be the same, no matter how much you replay the game. Sometimes they'll stick to cover, sometimes they'll just bull rush you. Sometimes they'll chuck grenades to force you out of cover. Sometimes they might blindly fire towards you so you get pined down while another flanks you etc. Any FPS or horror fan owes it to themselves to play F.E.A.R 1. It's a masterpiece not only in just the AI, but the excellent gunplay as well. And whilst i said all this i want you to keep one thing in mind. F.E.A.R 1 came out in 2005
No clue if somebody already posted this, but in the Dreaming City, out of bounds, in the unreachable ascendant realm that is identical to the rock island that Petra stands on, there is a a sort of miasma on it, which, my friend group believes is the first look at a darkness enemy, here's why:
Our theory of why this Miasma could be Darkness is mostly somewhat plausible because of this concept art
The concept art is clearly showing the Darkness, as there are black triangles (The Pyramids), a ghostly humanoid shape (The Nightmares or the mirror of your guardian, as seen at the end of the Shadowkeep campaign), and a mist/miasma.
I also have a reason why I believe that this is not just some taken effect/aura, this particular ascendant realm has a much lighter background than any others, which makes me feel like this realm in particular is special, not only this, but there are many more particle effects that can be seen all around that aren't in any other realms
In a Drifter lore book (I do not know which one), The Drifter mentions creatures that emanate an aura that suppresses Light, similar to a Darkness zone, and he describes the creature as being "a gooey, vacuous form with no head." I feel that this description fits the bill pretty well, however, there is also a piece in Cayde's Journal which describes what is widely believed to be some sort of Darkness entity:
"Sky is torn open and there's nothing and nobody left in this ruined world but me and the boiling shadow all around. Whatever it is hits me before I can level my gun. Doesn't matter. Tendrils of pain crawl over my splayed fingers, my outstretched arms, my shoulders, my neck, my screaming mouth as it consumes. I'm being enveloped. Everything is wrong. Primordial. My systems go sideways. All but my sensors. It wants me to witness this, the world."
Here is the image that goes along with this part of the Journal
Both of these lore pieces have some clues in them about the creature's shape "Gooey, vacuous form with no head" is a good description of the miasma found in the ascendant realm, and in Cayde's Journal, he describes it as a "boiling shadow", not only this, but I find that the word choice is quite interesting, "Tendrils of pain" I feel as though that may be somewhat describing the tendrils that come off of the miasma (however, I also acknowledge this being a stretch).
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