And "wallpaper backgrounds" being a negative is just completely mindboggling. Really? We're going to diss prerendered backgrounds when they contain more detail than really any 3D environment ever could? We're going to just say that great artwork is now a negative for a game? You might as well stop now.
Other than that, it'll always be retail. Yeah yeah digital discount but A. I like having physical copies of things, B. I can get more discounts and use gift cards and coupons that more than make up for that digital discount and C. retail copies drop in price anyway. The digital ones won't drop in lockstep.
1. Fetch questing being taken too seriously - You're walking around this big world when a wizard pops out! He says there's something of grave misfortune happening over in this volcano here! You must venture there and get INSERT ITEM and bring it back to him or to this other place! But really it's just a fetch quest with a fancy name and on completion, has no bearing on the actual main story of the game or on anything else. No character growth involved, no world growth involved, the player just gets shown some stuff.
2. Follow the arrow! When it comes right down to it, there's almost no point to having all of these big worlds. The vast majority of people seem to just follow the quest arrow straight to their objective and the developers just sprinkle the extra stuff in along whatever line the player is most likely to take. Fallout New Vegas kind of exemplifies that when something like 80% of its side quests are just along the walking paths of the main quest.
3. No actual character growth, I am the character! I find this extremely boring. None of what I would actually choose is ever represented in any of these games and because I'm supposed to be the character, there's never any time given for personal retrospection or any form of character growth whatsoever. The journey of the hero is met with many trials and so on, but you'd never know it because it's all just KEEP GOING YOU'RE AWESOME BECAUSE YOU'RE YOU. I want to get to know people and even the games held in highest regard on that (Mass Effect I guess) do a very poor job. Having one note conversations dealing with a specific characteristic of that character and then going on one quest that is basically always "meet guy from past, kill or neutralize" just doesn't cut it.
4. Main quest is usually really generic. The world is the story! Again, this becomes disappointing. Time and time again, you're just told about how big the world is and the villain of the game just boils down to some generic evil thing. For all of Dragon Age's talk of political this and that, none of it mattered because you knew that Loghain was an ass and it didn't matter because the Blight creatures were always the actual enemy and it's not like they have any form of characterization. Oh boy, an evil dragon! It's sure interesting! Nope.
5. Lore that means nothing. In Bioware games, you're given all these datalog entries on the history of Ferelden or space or whichever game you're in but what does it actually add to the game? It all just goes in one ear and out the other because none of it actually matters to the player. None of it factors in. No one's ever going to ask you about such and such point in history and no quest will ever involve the history of two warring knight families that your datalog could have informed you about so that you'd know more. Any relevant information is given directly to the player in about five seconds at the start, in the middle and at the end of the quest so the world the player walks through instead feels lifeless. It basically was in a permanent state until the player showed up because you're the only one that can actually change things and make decisions.
I could probably go on but I'll stop. But I'll also say that The Witcher 2 does all of that right. When you're given something for a fetch quest or other side quest, they typically improve the standings of the area. When you hunt all the harpies out of the quarry, they don't exist anymore. You've removed the threat and that's a permanent change to that game world. When Geralt gets a quest and he doesn't know exactly where the thing is, no quest arrow is given. He's not told GO DIRECTLY HERE, he has to find the location, which makes actual exploration a necessity. The characters are pre-created and have personalities and relationships beyond the player's input, allowing for actual emotional involvement with who they are. Side characters aren't just people you tell answers to and reply to. They're characters with motivations and plots of their own. The main quest still comes across as a little generic but at the same, it directly utilizes the history of that game world and helps the player. Books you find can tell you of ancient things that once happened and in more than a few situations, you can find different answers to quests that have to do with that history. Battles can be cut short by talk if you know their relationships and what they're trying to do.
I just think people need to take what they can get with this. It's a new game to the system, adds some very nice refinements to a very very large game (it's already something like 90 hours long even without maxing out) and what some people are asking for (voicing the parts that weren't voiced) would be next to impossible.
Also Graces F has something like an extra 20 hours of gameplay. It for sure has an entire new part of the story.
Offering the game for $40 IS a price cut though. It's also taking up a large 3DS card if I remember correctly.
Not voicing the skits is not a negative point. It never was and it never will be.
There's literally zero to complain about here. We're lucky to even have the series in the US still.
In case Kotaku doesn't like embedding two youtube videos.