I saw the doom clock advancing, not sure how it was tied to the game’s plot. We’ve all played games that used time differently. I was hoping that the doom clock advancement was tied to plot points, not hours of game play. But I was sadly wrong. I lost, and going back a few saves is likely not going to buy me enough time to win. So I’ll have to start all over again with a single minded focus of gaining favor, gaining influence, and advancing the plot missions.
The reason for the post is to question whether the REAL time element (vs some sort of fake time element that other games have used) is at odds with the natural inclination to explore and experiment with this gorgeous and immersive world.
It seems that the developers planned for us to play thru multiple times. Isn’t is reasonable to assume we would run out of time given the amount of discovery and experimentation that people would pursue, the number of side quests available, and the need to work through the side quests for favor and influence?
Given that and the nature of the save system at launch makes it feel like OE was shooting for some type of rogue-like, moon crash type of experience.
Personally, I prefer a fake time pressure that allows all the exploration and experimentation I desire, and a static environment with minimal respawning and reloading of inventory items when Cabirus is forced to resurrect us.
But I don’t fault OE for their design choices. I get it now. And I’ll hop back in at the start and win this time. I suppose it is wrong of me to expect more of a warning that I need to quit with my dilly dallying and get on with the main missions.
For those that are still playing thru the game: the doom clock is real. Hurry up!