The more games I play and the more I look at mechanics from old games to how new games present themselves. I find myself curious on what games can do these days.
With Rift Apart I got to thinking about the rifts. Blizar is a great level. But it got me thinking about how they could be better. Crack in Time got me thinking oh we have an aftermath, a in battle/in progress changes and a fixed reality.
Portal 1 & 2 had me thinking oh you can shoot your portals anyway they may be static in a way levels with the odd gel or whatever things stationed around it but I have player control over the portals and whatever limits of how I can use it.
What I think was lacking from Rift Apart to me at least is the ability for us to even if not portal level manipulate portals as it's hard to do and make suitable other than a tech demo (I wouldn't even expect that scale it's too much) but more in a boss fight have levers to switch between portals, or even have the game automatic force us to jump between portals. I mean player control over some things, or the game itself doing a lot more to feel organic if that makes any sense. Not just a very scripted, it's done and happens every time and you can see past the design pretty easily.
Like sure the Uncharted 2 train is on a rail but honestly you could play it and never know it's going on a track around a circle if you play it and keep moving then stand there, and of course it goes through the tunnel and so on. I mean Ratchet 2 had the trucks go on their path in a more similar form but not Uncharted 2 scale of course.
Not the Nefarious City 'brief thrown to the Monk/Hover Boots' level that's likely cut off and well has invisible walls and I saw threw immediately how scripted and restricted it was
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