Our target is nearly in sight, and when he’s taken care of we can move onto the Thieves to see what they need from us.
Streamed at https://www.twitch.tv/newdarkcloud
A genuine problem that we’re experience in this episode, but also in the next, has to deal with the optional objectives. I had previous wrote about why I like them as a concept, now that we’re in the back half of Brotherhood it’s clear that the execution leaves much to be desired.
There are two aspects of the implementation of optional objectives that make it unacceptable. The first one being that if we fail an optional objective, we cannot reload the checkpoint or die to reset and try again. If we wish to take that objective on, we must restart the memory from the very beginning. Objectives like these become much more palatable when doing them doesn’t eat up too much time between attempts.
But even then, that’s a problem that could be overlooked if the game didn’t use objectives that come down to pure luck in many aspects. In the next episode, I will have a mission where the full synchronization objective is not to be detected, which I failed because a guard spawned right in front of me and detected me instantly. There was amount of player skill I could have used to avoid that outcome, which further compounds the problem when I would have had to reset the entire mission just to give it another chance.
It’s irritating in more ways than one.
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