[Saints & Sinners] Day 2 - Bypassing a Gate I shouldn't have.
THE SHALLOWS.
Picking up this key early breaks a future mission. I also die a few times here. Big oofs.
The primitive melee combat got kind of old quickly, so I tried giving myself some .30cal ammo to play with. Turns out it's not a .30cal revolver but a BB gun that was mislabeled. I feel like there are IRL modified NERF guns with more stopping power, like damn.
I also tried giving myself extra arrows too, but arrows are handled differently than firearm ammo, which I didn't know at the time, leading to my 'extra' arrows being a solely cosmetic change. I remedy this by day 3.
Timestamps:
3:00 - Vaulting to somewhere I'm not supposed to be. DON'T DO THIS. Finding the key in this area actually screws up mission progress for a later mission where the objective is to find the key. The mission will bug out and not be completable, but will not impede ingame progress.
16:30 - THIS ONE. THIS KEY right here. Don't pick it up if you enter this area early like me.
As of 'hotfix 3,' the mission being broken after picking up the key early is NOT fixed.
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This is a blind playthrough, came into the game not knowing anything more than it being VR zombies.
Voice immersion is on, but I don't record my mic. When I'm trying to hail zombies, I'll tend to make some sort of a 'come hither' motion.
I try to do backpack/inventory/loadout management between recordings to cut down on the downtime.
The melee gameplay got boring for me very quickly, as there's a lot you can't do, and combat ends up boiling down to just sticking a knife/shiv into a skull and pushing.
From day 3 onwards, I modified files to open up crafting options. Also from day 3 onwards, I removed weapon durability as it ends up being too big a nuisance and I like switching up my weapons as it is already.
If I'm bored and not having fun playing, I can't reasonably expect my future self & other people to want to watch, so I'll always tweak things until it's something I'm 100% interested in.