We should all really move on from the yellow paint and on to the much more pressing topic which is that the first 2 hours of rebirth are kind of boring. I get that the opening level needs to act as a tutorial for new players, but pushing around a mako vacuum and turning a valve like a dozen times isn't really teaching the players anything other than expect large chunks of gameplay that you don't find fun.I definitely agree with that. I'm glad I did the demo and didn't have to do it again. Also I have to fight the urge to not get sucked into the open world trap of not wanting to compete the entire map at once. I did it for the grasslands and burned myself out right after, so now I'm just probably gonna push thru the story for the most part and go around the open world at leisure
you cant see the giant blue arrows on the floor?I didnt see it for that climbing point.
I definitely agree with that. I'm glad I did the demo and didn't have to do it again. Also I have to fight the urge to not get sucked into the open world trap of not wanting to compete the entire map at once. I did it for the grasslands and burned myself out right after, so now I'm just probably gonna push thru the story for the most part and go around the open world at leisure
So far I feel like it's manageable but I've only been in two zones so far so who knows if it gets more ridiculous. The one thing that seems worth don't right away is the points related to summons to make them easier to get/power them up. Even though so far I actually haven't used the summons a lot now that I think of it. But yeah I don't want to put the story on pause for 5 hours to do all of it at once.
I've already told myself I'm not going to get sucked into trying to 100% an open world game. Now I'm just kind of waiting for someone to create a list of what side quests lead to weapons and summons and stuff. Plus missables, if there are any.