Pretty much all of
the sidequest content was story - driven.
Not exact matches
Few story missions and
sidequests are
content with letting you do something once.
Still the open world can feel barren thanks to its lack of
content and while there will be
sidequests to undertake, majority of the time is usually spend running from one location to the next with nothing interesting in between to make the journey easier.
Metal Gear Solid V: The Phantom Pain is rich in
content: there are dozens of
sidequests, hundreds of items to develop, many hidden items to collect, struts to construct, and an almost infinite amount of ways to play through the missions and experiment by combining different buddies with different tactics, weapons and infiltration techniques.
BOTW's
sidequests were a bit lacking I felt in their
content and were all to simple at times.
I don't see how
sidequests and other optional
content make the game any less «artistic,» or why they can't have any meaning.
The
sidequests have to be interesting, the writing has to be engaging, the characters have to be memorable — just putting a good premise and great graphics on top of boilerplate
content isn't enough.
Metal Gear Solid V: The Phantom Pain is rich in
content: there are dozens of
sidequests, hundreds of items to develop, many hidden items to collect, struts to
Metal Gear Solid V: The Phantom Pain is rich in
content: there are dozens of
sidequests, hundreds of items to develop, many hidden items to collect, struts to construct, and an almost infinite amount of ways to play through the missions and experiment by combining different buddies with different tactics, weapons and infiltration techniques.
Based on our current plans for the game's main story &
sidequests and our previous experience on our other games, we're guessing that Cosmic Star Heroine will be in the 15 - 25 hour range (depending on difficulty chosen, playstyle, and how much optional
content you complete) making it our longest game ever.
I will admit that there is a sizable chunk of
content here as my fifty five hour playthrough was made up of about ninety five percent main story and five percent of late game
sidequests.
Metal Gear Solid V: The Phantom Pain is rich in
content: there are dozens of
sidequests, hundreds of items to develop, many hidden items to collect, struts to construct, and an almost infinite amou...
Today's open worlds may bill themselves as «living» environments, but it's hard to agree with that claim when those worlds are
content to linger indefinitely, twiddling their thumbs while you fritter away the hours grinding out upgrades or chasing down every last
sidequest.
The amount of
sidequests and items to find is smaller than, say, Far Cry 4 or an older Assassin's Creed game, but it makes up for that by having
content that's designed better than previous Ubi games.
A significant number of dungeons and challenges open up post game (again, furthering the narrative that Final Fantasy XV had a ton of
content but no idea what to do with it), but, more importantly, after it's over you have the option of reverting to a previous save and mopping up all of those
sidequests (you can actually do this at almost any point, through a plot contrivance, but it only felt appropriate after I concluded Final Fantasy XV's story).
In its core, Unlimited World Red Deluxe (I'll just call it this way in order to save time and space) is a decent beat - em - up with simple, but effective combat, nice visuals and a metric ton of
sidequests and extra
content.
These
sidequests are optional, and they feel like it: They frequently revolve around a remix of already completed missions, and are really meant for players who have completed most of the game's other
content and want to prep for World's toughest endgame hunts.