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the long quest chain that spawns off of talking to the Cumans, getting drunk with them, talking about war and love and hardships, conversing with a magical dog, drinking more, drinking so much Henry starts speaking Hungarian perfectly, then being so hungover the next day he's still drunk and being unable to sleep it off since I slept enough, so just having to deal with it. blurry vision, everyone chiding me for being plastered at 10am, the drunken face animations, being unable to move faster than the slow walk for like 45 full real world mins. that was when the game went from great to incredible sauerkraut pepa
the friendly nature of solos is so cool and awesome -that duo game where Ben and I got into a very fun/neat scrap in duos. We were getting sniped at from two guys way off in the distance and this other crew was nearby, we teamed up with them and started fighting the far off guys. Then another crew got close and fought us, we killed them and the far crew, all of us survived and the friendly duo recognized my username and liked our videos we all rolled together to extract and that was that. this is unlike any other video game experience I've ever had
example of the puzzles devolving into being nothing but obtuse: -the microchips. first one came to me very early on and naturally by exploring what was possible after I found the sledgehammer for the first time -the second microchip is found after deciphering a hidden messages by taking the one italicized word from each of the corner rooms, which is hinted at you only by finding and closely examining the A New Clue book with a magnifying glass -another example, the Eight Gates/Dates thing is super fun and took ages to uncover and eventually leads to the revelation of the Gaits opening the Drawing Room or the Gates opening the Drafting Room, very clever. But then the other dates, like the Study, of arbitrarily assigning the letters on the chessboard months of the calendar is just clunky and bad logic.
It's just pure damn fun. I am surprised at how Eternal-like it is in the aggression levels of the combat, but in a very different style. I do miss Eternal making me use every item in the toolkit, something I like all games to do, but TDA strikes a nice balance of 2016 and Eternal with how every weapon is viable BUT you still have to use your shield and melee (compared to 2016 where all you needed was one gun of your choice) Art and levels are really great, love the divergence into more whacky locations and all the Cthulhu nonsense. Sound design is INCREDIBLE, got there are so many satisfying sounds Map exploration is a bit of a step back and encounter design isn't a bit broad which I think is needed for the combat style and deliberate Story, who cares. Uunintrusive and seems to exist just to make DOOMguy cooler Mech and Dragon stuff, was initially worried about. I think they are mid at best but they make up such a tiny percentage of the overall game that I don't mind them at all, especially when used as in-level traversal moments. They are probably less of a chunk of the game than the platforming in Eternal
Shadow of the Erdtree DLC co-op