This game is either going to be Fallout 4 levels of fun, perhaps mixed with Skyrim in a Cyberpunk world, with meaningful world development and story telling. Or it could be a huge hollow boring generic game that doesnt break any ground, but given what we got with TW3, I think they will nail it.
I have high expectations of this, which is a setup for disappointment. I mean, I not only expect it to be great, but expect it to exceed my expectations if that makes sense. TW3 is probably my all time favourite game in terms of world / story, and by a significant margin. Production values of the story in that game makes some of the other triple A studios efforts look like college level movie classes compared to a Tarantino movie.
Completely unreasonable scope expectations: a game that could fit the Deus Ex franchise into a faction quest line similar to Brotherhood of Steel in Fallout.
That said, whatever the scope is, I do hope they focus a bit more on the combat aspects. TW3 was decent on Death March difficulty for the first one third of the game, then it started becoming easy and towards late game, everything was trivial. That is if you explore and do everything as you go, which will outlevel you past the story. The skills weren't really that big of a deal either once you started outleveling the content. Don't think I died in the last 50 hours.
Hopes
- Showcases a large open world, but also content where it doesn't look like all the art assets have been copy pasted with random NPCs sprinkled about.
- Multiple ways to complete objectives
- Non-linear progression
- Reactive world to how you interact with it/paths taken.
PS: There been any more information about the rumours of it having multiple languages in game spoken natively, but that could be translated via augs? Like you travel to a section like Chinatown, they speak Chinese, so you need the aug, unless you speak Chinese, then you can skip it? Is that written languages as well?
Or is that one of the nightmare "wtf is he talking about?" moments that were spoken about in some of the above videos? Where they were describing design leads that just got an idea and commanded they be put into the game mid way with the developers scratching their heads on how to do it. Kind of worrying to hear those stories where the mission statement from 2012? was basically one of the largest open world games made, that would make TW3 look small. Then lead designers with that in mind had an open floor to just constantly add things to make it "bigger" in terms of not just size, but "innovations too".
That sounds like quantity over quality which is a recipe for a game to become incohesive. Having 30 skills is still only 15 if half of them are "usless" and 90+% of players never pick. Development time might be better spent then on making 15 extraordinary skills that really impacts the game. It is surprisingly rare these days to play a game and look at the skill/ability tree and be conflicted on what to pick. Way too often it is "well of course it is this" then later on in the game it turns into "well whatever, I guess I will pick this".