zaygr:
Just like the characters, itemisation and narrative, the missions are very noticeably disconnected from each other and every other system. I would say that it feels significantly less immersive or alive because it’s all so disjointed.
One thing that I wanted to underline here is the lingering sentiment of Darktide’s systems feeling disjointed, as this goes beyond just Characters, Itemization, and the Narrative. This encapsulates the entire game. I am reminded of my “Beta” take on Coherency:
The reality of the situation is that Coherency, like all the other ranged systems in Darktide, were developed in a vacuum independent of the fleshed out pre-existing melee framework. You can tell because of how direct the systems conflict with each other. Ranged enemies can stagger you with bullets if you try to engage in melee. Cover system doesn’t really mesh with the whole 'tide game design. Sprinting is awkward to operate and does little to minimize damage compared to dodging. Toughness, which was an answer to ranged enemies, has a lot of problems associated with its implementation. The list goes on. There’s nothing that marries the two systems together into a cohesive package. They’re haphazardly stacked on top of each other with no thought or care put into how they’ll function for this type of game.
No clue if the above is still relevant but it’s funny how the sentiment still applies.
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