![]() ![]() I also fully understand why people hated the trains, and would hate this aspect of the series it's not without issues. This is an element of the series I genuinely respect, it's a level of attention to detail that is admirable, even if players ended up hating sitting on trains in 2 (I found it a relaxing pause whenever it came up). This is why Yokai Watch's general world design actually mirrors the architecture and city infrastructure of real life Japanese and, in 3, American cities: note the very tight and often winding, inclined Japanese streets of Springdale that leave no room for parking cars in streets, versus the wide-open, strictly straight-lined American streets with multiple car lanes and space to park by sidewalks. This is why Yokai Watch 2 introduced the trains, to simulate taking trips for summer holidays or visiting relatives in the countryside, and did so by making you sit and wait a minute or three on the train. Yokai Watch isn't quite on that grand scale, but it's the same idea. There's a deliberate sense of doing things to give the games a "real feel", which matters so much more than simply looking real to use another Zelda as an example, Breath of the Wild's "chemistry" system which simulates interactions between objects and things like fire, extreme heat and cold, water, lightning, wind and so on makes the world feel far more real than the likes of Ubisoft's bland, barely interactive worlds that look more realistic. ![]() There was another more direct quote I can't immediately find a source for, that the term "the real" directly comes from, but this one sums it up quite well. From the point of view, The Wind Waker is very realistic in terms of expression and the whole oneness of the world." - Shigeru Miyamoto responding to a question about going with cel-shaded cartoon visuals over the "realistic" visuals fans expected. We think that when you play, you will see Link do something and not react in a way that's not realistic. ![]() We want to have a game where everything in the world feels like it is in its place. This time we've tried to have very realistic expression. If not expressed properly, it will seem out of place. I don't mean to deny the value of the more photorealistic graphics, but the more realistic graphics get the more unrealistic things such as bumping into a wall or getting hurt might be. By using the term "realistic," I mean the qualities of the world itself. "We actually think that as you play this game and look at the world around you, it's going to seem very realistic despite the graphics style. Right or wrong, this is what I made of it. For the record, I did see a fair chunk of the postgame through the streams of my good friend Chris, but have elected not to watch the rest of the main game until after this, for a purity of vision. I fully acknowledge that there are whole mechanics I never got to, and that some elements of my unabashed complaining may be addressed in the bits that I missed, but I also sincerely doubt that. So, for closure if nothing else, I'm going to talk about what I did play of it, which was actually over the halfway mark of the game's 10 chapters, I was partway through Chapter 7. And now, at the end of the year, I've simply decided "fuck it, drop it". On my last, spirited attempt several months ago, Yokai Watch 3 did everything in its power to make it as miserable and unpleasant an experience as it could. Released in the middle of December 2018 here in Europe, over a month before a US release for once (and comically, for the game that has America as a selling point), Yokai Watch 3 got lost and trampled in the early 2019 rush, and attempts to return to it never got very far. ![]()
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