07-20-2019, 04:38 PM
Lol yeah the chores weren't fun to complete, but they at least did something to make the pacing a bit more suitable to the text heavy nature of the game which was something I liked about them. Actually doing them was a monotonous nightmare though. I did enjoy the dialogue and exploration it took to get the safe codes though, and I wish the game had more of that and slower paced events in general (preferably fun events, not jumping over a spark to hit a block over and over again) to complement the style of storytelling.
I guess my biggest issue with SPM's storytelling is that it expects you to care about a world that doesn't feel lived in. The levels in the game are not ecosystems that characters live in like they were in the first two games. At most you'll get a couple of houses in some level that you will pass by and never come back to, and probably not remember who lives in them. The story has you preventing the end of the world, but the game does little world building so its not as impactful as it should be. The hub was the most interesting area of the game because it felt like a place where people lived and you had time to get familiar with it, but as you mentioned the art was so weird that it was hard to care a lot about some NPCs.
I guess my biggest issue with SPM's storytelling is that it expects you to care about a world that doesn't feel lived in. The levels in the game are not ecosystems that characters live in like they were in the first two games. At most you'll get a couple of houses in some level that you will pass by and never come back to, and probably not remember who lives in them. The story has you preventing the end of the world, but the game does little world building so its not as impactful as it should be. The hub was the most interesting area of the game because it felt like a place where people lived and you had time to get familiar with it, but as you mentioned the art was so weird that it was hard to care a lot about some NPCs.