Ah ah regarding Assassin Creed, I played all games, even though my interest decreased a bit lately. What I liked in those games is the variety of environments you explore in each different game. I loved the “faith jump” from first game. I thought it was so cool. But yes the game was repetitive.
I am still looking forward to play the Origins game coming end of this month.
But what I don’t like much & will agree with you about is the way the world is built in those games. Same issue for me in Far Cry games.
The map is divided in areas with usually a tower that you need to climb to uncover the map. Then you get all the sub missions as dots/checkpoints on the map. This is what I HATE. Feels obvious & boring.
I also hate overcharged interfaces.
One of the aspects I loved in the Uncharted series is you have nothing on screen. Also I will play Xenoblade Chronicles 2 (my first time in the series) because it is on Switch & the hype is high but I don’t like the interface I see: too many icons, too much text.
I hate when I am told I need to go there. All this feels boring.
I want exploration & it feels right for Panzer Dragoon.
This is something they did pretty well in Zelda BotW. Even though, they also fell in the “tower to uncover the map” trap. It was ok.
It is funny because in Panzer Dragoon story, we naturally have “towers”
But ideally, I wouldn’t want a world divided on theoretical areas. I don’t want dots on map. I want the minimum, for instance the dot appears once you have reached some progression as a little assistance & but I prefer to explore as much as possible. Maybe a small open world would be ok, not divided in areas at all. Just the feeling of free movement is important for me. I feel claustrophobic in a rail shooter.
What I loved in Saga was that you could explore Zoa and talk to NPCs but there was no indication on a map.
I could spend so much time making sure I explore every corner of the city, just to be sure I didn’t miss a door.
I tried different hours of the day to see if a door wouldn’t unlock. I am sure you did the same.
We need this feeling back.
One thing great in Uncharted, especially the 4th, is the presence of striking sequences: like this motorbike pursuit, or also this scene in Madagascar when you just had an intense discussion with your wife and all sounds stops, music starts. These moment felt epic & cinematic.
It would benefit to Panzer Dragoon, especially when Saga already started this somehow.
Now, one of the major aspect of any new Panzer Dragoon would be the battle system:
- is it going to be a rail shooter ?
- is it going to be another turn base combat system ? the more I think about it, the more I think it wouldn’t bother me. I liked it in Saga & many games have polished this system since. It is still used in I am Setsuna, Lost Sphear, probably in other games but I am not an expert, I just know these because they are on Switch.
- is it going to be a live action based combat system ? How would that work with the dragon ? not sure but nothing’s impossible
That takes me to share this with you:
Ryan Payton (who follows the twitter of the campaign) just shared via his studio Camouflaj that he interviewed Akihiko Mukaiyama, Director of Panzer Dragoon Orta & responsible of the battle system on Panzer Dragoon Saga.
One of the things I learnt from this is that they decided to make this game because someone told them: the series might be dead for good if you don’t do it. But they didn’t have a clear vision of what they were doing from the start.
If we ever come to have a new Panzer Dragoon, I think it is important to be clear on what you are doing. I know it is not always easy and you have new ideas along the journey. But it is important for team cohesion (in the interview, we learn they suffered from that on Orta) and for the public too if they decide to crowdfund. See how they struggle with The Good Life ? I think this also due to the fact they were completely obscure & messy when they started the campaign.