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So Much For That Plan

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I've gone as far as I can go in Metro: Last Light.

I am where I have to wait for the NPC to bring the raft so that there's an exit to the area I am in.

While I wait I am mobbed by these giant dog things.

They overwhelm me while I reload.  They run faster than I do so I cannot run away while I reload.

There are too many to lock myself in a corner and blast them as they get close because they mob me while I reload.

Nothing about the game up to this point gave any preparation for this scenario and the sudden spike in difficulty and the change from sneaking to hair-on-fire melee is frustrating.

It's especially irritating to know enough about game design to know that the time it takes for the NPC to arrive is programmed into the game and the endless bad-guys is a decision they made.

The purpose of this section is...?

The main reason that this section is especially jarring is prior to this the number of bad-guys is finite.  You can eventually get them all.  Which becomes triply irritating when it sinks in that you have infinite time to solve the finite bad guys, but this level is a new bad buy for as many minutes as it takes for the programmed stop to end.

There's no puzzle to solve.  It's a dexterity / hand-eye coordination / reflexes / stubbornness test.  I'm still sick of the last one from Call of Duty.  Levels like this continue until you get lucky and are not dependent on skills.  You have to keep plugging at them until the dice roll your way.

I'm done with this game.



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