This means players have virtually no incentive to pick up the game again after they blaze through the adventure in one or two sessions. There's no additional content beyond the game's story, which lasted me just over 4 hours, including the time it took to gather the vast majority of collectibles. But, though functional, the boating and platforming are not this game's primary selling points. This wouldn't be a huge issue if there were any other replay value or if the gameplay itself were engaging enough to warrant multiple playthroughs. The problem with the game's collectibles is that there's no way to track which ones you've missed, and there's not a ton of incentive to go back and explore the game all over again just for those overlooked items. Thanks to the game's omission of invisible walls between structures, experimenting with the limits of SoS's platforming mechanics to find these hidden items is supremely satisfying and rewards risk taking. These include cute seagulls who give players a tactically advantageous bird's-eye view of upcoming terrain as well as bottles with messages that reveal an interesting story within a story. The only real motive to replay Sea of Solitude is to find its collectibles. But while these all make for an enjoyable experience, there's little reason to go through them twice.
When these are firing on all cylinders, it's easy to enjoy the simplistic gameplay and become enthralled by the game's smaller-than-it-seems main city and detour locales. Nevertheless, Sea of Solitude has gorgeous graphics, reminiscent of Legend of Zelda: The Wind Waker, and A-grade sound design. This fault is amplified by Kay's voice actor, Miriam Jud (who is also the game's lead animator), and her good, but not great performance. That's why it's a slight shame that Kay constantly talks to herself, sometimes detracting from the atmosphere and generally spooky ambiance the game is trying to create. The world of Sea of Solitude, from its monsters to its raging waters, sounds genuinely scary, and there's often a hypnotic rhythm to the nightmarish noises, which helps compel the player forward, even in the most frightening circumstances. I would actually BUY anything Nintendo if I were able to do that.Said tension is in large part due to the game's excellent sound design and masterful foley work. Actually, does anyone know if it's possible to play Switch Game Cards on PC?. For now, I can't really play the Director's Cut of this frickin' game! I might pirate and emulate, since "it's a service problem" as our Lord and Savior GabeN has spoken. They will probably be the next Ubisoft at some point, but anyway. They make really nice games and kudos to them for taking on this game, but they're also quite pretentious. I kinda dislike Quantum Dream as a company too. But they will probably do the Epic-deal once again, like with their own games, which will probably take it until 2023 to come to something like Steam, in case they need to keep it exclusive to Switch for about a year (I don't know if that's the case, maybe it's even Nintendo-exclusive indefinitely) and then probably do the Epic-thing (unless it didn't benefit them financially, which I've read from sóme, after they came out of the exclusivity-period) in 2022, to then have to wait another year to be able to release anywhere else.
I really hope that Quantic Dream will bring it to PC at some point. But considering how even the creator says it was quite necessary and the old version just isn't quite right, I just can't and basically can't play the final product. I would love to play it, but the only version I can really get is the old one, and I'd almost buy it for 10 Euros on Steam (or Origin, since you need to go through that anyway) right now. This crooked way of releasing things really bothers me. So then, how can I play the "corrected" or "finished" version of the game if I don't have a Switch?. So it comes down to the fact that EA's suggestions led to the writing being on-the-nose and just not really well done, which is also a criticism I've seen all over the place.īut the opportunity to re-do the game, mostly its writing and voice-acting, was because the game wasn't on Switch, as EA apparently doesn't bother with Nintendo much, and through Quantic Dream they could do a different version of the game.
Thanks for linking that article, it gives a good insight on why the Director's Cut happened.