Here's my Honest review of The Walking Dead 400 Days DLC

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Here's my Honest review of The Walking Dead 400 Days DLC
Feeling Low
Just having one of those days where everything is just going wrong, and I'm trying to fix it all, but it's not working. Youtube is being funky with me, and other things just bringing me down. I'll rest for today, and resume working tomorrow.
I've consolidated every info people want to know about the Xbox One
second message: surrounded by simplicity. To me, it was subtle and quaint and this made the gameplay and puzzles more prominent. Hopefully this isn't misconstrued as a butt hurt fanboy rant, and I do applaud you for your conciseness and organization of your review!
First off, thanks for watching it in the first place I do appreciate it, the simplicity of the game is fine, but variables of complexity of the puzzles need to draw more elements to really make you want to think about it. I can take a look at the game and see it’s filled with much metaphors of what it tries to be, but at the end of the day I want to play a game that holds a sense of complexity as it’s drawing factor. Because I do feel the rotation element of the game is underutilized to be filled with a more puzzling platformer.
Fez is based around the rotation mechanic, but in a lot of ways the puzzle elements thrown my way were not as complex as I had hoped for. I deeply appreciate games that do have variable of challenging puzzles for any game. Braid is a good example of a balance of puzzle platforming. While Fez has a lot of many optional secrets to solve that require puzzle solving, it’s often hampered by the fact that I had to backtrack to areas, and look for doorways to the correct area I want to get to.
Certain games I don’t mind backtracking, Metroid games have a ton of backtracking, but it’s very obvious you need to gain a new tool to open up new areas. Due to this understanding of game mechanic it make sense to give me an incentive to backtrack and explore an area I came across.
Fez’s backtracking is much different, you don’t gain new tools to revisit old areas. The only incentive to do so is to just collect shards and cubes to get to the end, but to 100% the game the pay off is a “complete” ending. To me it’s not worth it because the mechanic stays stagnant and the same, it does a few things here and there, but it’s so sparse and in between, I don’t see why they didn’t litter more level designs with it. It doesn’t give me any more of a reason to complete it other than for my own sense of accomplishment. But like I said, it’s doesn’t draw me in just for collection of items that I cannot use in game. It’s like collecting dog tags in games like Gears of War, there really isn’t a big payload to collect them, but it may give you little snippets as to the meaning behind it. And unless I’m really into knowing the entire lore of a game, I don’t see any reason to do it, and I really see no reason to want to torment myself if I don’t enjoy the mechanics of the game.
This response turned out to be much longer than I anticipated, but that’s my reasons behind what I wrote and said about the game in my review.
-Gokan jin
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