I understand the devastation part of the land. Of course it’s a shame see a beautiful environment go to waste, but that’s reality. The Devs can preserve a lot of places and destroy places with importance to war, since that’s how you’d go about winning against humanity. Even humanity is nasty against itself.
I’m really confused about the part where this is a concern of realism for the game, when things like melee get added and we go smacking tanks with baseball bats… Where machines drop human weapons or full-on suits for humans that we just get to wear and make us stronger. I could imagine that we teenagers are really smart and after scavenging the machine, suddenly think of stripping parts away and making our own suit, but that’s never said or shown that this is the intent. There’s never a say or show how things really work. The timeline is the perfect example by how things change around the world and buildings aren’t in the same layout as last update. Add the devastation and you have to ask, yet can’t really say when how or at what time something changed in the game’s timeline. Things just change and it’s hard to say whether the world is aging, making any new arrival that makes it to shore alive stuck back in time or is new to this time or whether the changes are all made on this one timeframe and time hasn’t passed. Then again the DLCs tell us time has passed and you’re back to square one.
There USED to be the feeling that this world is unique and grounded. The developers CAN and HAVE made important changes that are worth, like map overhauls, but we don’t understand how we’re to perceive the change for the game’s universe. They did make experimental grade weapons that made some resemblance to an end-game, but there is no actual endgame, so it ends up being redundant. Capping the experimentals behind level 25 from Rivals is a good move for the game, but why or how isn’t explained. Why are there rivals? Why only after a certain level threshold? Why or what’s witch challenges? Why do we do them for ourselves? They’re not tied to any in-game lore or characters, so how do those make sense to us? Why are we silent protagonists, but through text in certain missions or through walkie-talkies the characters somehow gather our information. Veronika found out about Elsa and left, but we never said anything. Anita and the walkie-talkie situation was strange, but at least that illusion worked better.
So far I’ve seen short-term solutions that eventually will need an overhaul and it feels like the same steps taken through launch, where the archipelago had to be overhauled. It was for the better. I loved the game and the setting, but recently it’s been rushed story, shallow content and waste of potential. The reaper makes people happy, but I don’t feel it’s any special at all since that’s a reskin sent out in the big bad world, behind another cap and has a shield. The only unique aspect of it. If only that Reaper required certain actions from the player to be summoned.
Imagine if the FNIX outposts did something. Imagine if some were available for the base game or DLC player just to show how they work and base game players didn’t get confused. Now imagine if the searchlights by those outposts did anything. Imagine if you managed to take out outposts, ruining FNIX’s control over nearby outposts makes FNIX lose control over resources it gathers… Then it has to send out the big bad reaper to clean the field from it’s obstruction (player) or distract the player enough for FNIX’s outposts to be securely locked again.
Sorry about my ramble, but I feel our concern is invisible.