@PietroScivoloso@LadeNotIRL You can do side quests in any order. But you have to do main story quests in order. And half the fucking map is gated off until you progress through the story. The grapple hook also is required to access certain areas.
Wild how in 007 First Light I'm driving a Jag in England, with full English plates, but the driver's seat is on the left and I'm driving on the right side of the road.
You've been selling me so hard on this English thing the whole beginning of the game. Why break immersion now?
@LadeNotIRL@fancyoverture Metroidvanias are their own genre though. They are more def ones by their level designs and backtracking. Open world games don't normally require the kind of backtracking Metroidvanias rely on.
@diefenbackerj@LadeNotIRL Horizon and Ghost have giant chicks of the over world sectioned off until you do parts of the story waaaaaay past the tutorial. Half of Ghost's maps is locked. Fuck you talking about?
@LadeNotIRL If I were to think of a hub world, Mario 64 is where I would take it. Castle is the hub, but each other area is an instanced area. I'm trying to avoid using the word 'level' since know it's a loaded term in this context. I think it being instanced is the distinction from OOT.
@Isekai_Ok@LadeNotIRL That's being non-linear. Most immersive sims are like that and few are open world. Mass Effects games were that way too, but def not open world.
@LadeNotIRL Then neither does a shit load of games. Horizon, Ghosts of Tsushima, Borderlands. Like a shitload of games gate off massive sections until you pass a check in the story. I don't think that's a good definition of the genre.
@Redlinkkid@TheCartoonLoon Your thinking of non-linear games, which are often open world. Skyrim, Fallout, Cyberpunk. But they don't have to be (Mass Effect, Deus Ex).
And there are plenty of open world games that are linear, suck as many Zelda games before BotE, most GTA games, Red Dead, etc.