Unreal first playthrough, part 3 (OldUnreal 227j)
As we proceed further into the game, the levels seem to be getting even more ambitious in terms of size. While this makes for more interesting environments and storytelling, it...doesn't make for good gameplay when the level design suffers in the conveyance department, because it means the player is wandering around lost in a much wider area. As a result, I felt like my progress was somewhat slower this time...
Tonight's conveyance offenders included a barely-perceptible crack in a wall (something that in more well-designed games would be a secret, not progression), some potentially-ambiguous messaging, more impossible-to-see underwater terrain including a set of half-submerged bars where only a single bar is open and _only_ underwater... and a switch which resets after half a minute, seemingly for no reason, as it's apparently a toggle but you'd never want to reverse its effect. When you can't see a switch's effect from its location but you can see it reset after a period of time, you're left guessing whether the reset indicates that it's a toggle, or actively timed. This resulted in some extreme confusion at the end of this session, which I have fortunately since dispelled, so we'll be able to make immediate progress during the next stream.
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