We have a couple of reasons for this, and it wasn't an easy choice to make. I mean, of course it would have been great if you could always go back to finish any puzzles or secrets you might have missed. On the other hand, we felt like the area would have a bigger impact once you realize that when you've seen all there is to the story here, you can't go back to talk to the people again. They have passed on already and belong only in a distant past which you shouldn't have had access to in the first place.
We also didn't want the player to feel frustrated because they can't go back to, say, the first zone, and simply try to convince Zhamla or Sizou to change their ways once you realize how events in that zone turned Zhamla from a young, optimistic boy into a serious and rather obsessed young man.
We could have just simply not mentioned the fact, or thrown in a line about not changing past events, but again, this way felt like it'd have more of an impact.
Now, obviously you're not supposed to get stuck anywhere in the present. So how are we gonna solve the fact that there are a ton of blockades that you need time travel to get past?
Cue this guy:
This fellow is a traveling adventurer (with dreams of becoming a Collector, perhaps?) who you'll meet many times on your journey. Once you've finished the first part of Tai Ming, he'll arrive to move things out of the way and create a passage that you can use as well. Once you're done with the second zone, he'll move on and do the same there.
So what about all the treasures you might have missed on your first play through? Worry not, you'll be able to get them later in the game, through various means (we have a bunch of ideas), so missing an item in Tai Ming won't affect your 100% completion if you manage to find it somewhere else later.
After all, hundreds of years have passed since the time when Tai Ming was a bustling town, and it's not unlikely that once you stop messing around with the time jumps, someone simply moved the items somewhere else.
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