>>46150604>WrongStopped reading there. It's objectively correct.
>Gameplay reduced to walking through sectioned off areas by following the beacons>There are optional areas, but they are far and few between and the player doesn't really have any agency to go there when they'd want to during the campaign>The entire game hinges on one specific narrative, with the player doing little more than getting the busy work. Cutscenes pretty much boil down to follow the marker, fade to black, cutscene, walk forward a couple of steps into the next cutscene>The tools to traverse are authorized and necessary rather than earned through player exploration, leaving the player without any agency as they could easily just be revoked at any time if something happened to the system that was letting the player use themAnd you wanna know the funny thing? I'm not even describing Sun and Moon here, I'm talking about Metroid Other M-- another universally panned game. Sun and Moon is:
>Gameplay reduced to walking through sectioned off towns and linear routes by following the flag markers on the map, with tons of NPC barriers preventing you from doing anything else>There are optional areas like Ten Karat Hill and Hain Desert, but they are far and few between and the player doesn't really have any agency to go there when they'd want to during the campaign>The entire game hinges on one specific narrative, with the player doing little more than getting the busy work. Cutscenes pretty much boil down to follow the flag marker, fade to black, dialogue prompt with the npcs doing quirky poses and robotic turns, walk forward or backtrack to the next cutscene>PokeRides are authorized rather than earned, leaving the player without any agency as they could easily just be revoked at any time if the Pager service was down or something when HMs were fucking horribly implemented but the player at least had the ability to go and earn them.Neck yourself.