Forspoken is a great alternative to this problem thanks to creating a setting that players can adjust in order to control how much banter they hear. The game never gives you time to just take in the world around you without someone chiming in with their thoughts. I mean come on Freya, just get a good therapist like everybody else.Ī common criticism of Ragnarok was that despite its epic story the moment-to-moment gameplay felt tiresome solely due to how talkative the side characters were. Take God of War Ragnarok for example, a game filled with multiple companion characters who cannot shut up about their backstory and every one of their issues or prematurely give you solutions to puzzles. Companions have often been a part of video games, but recently they just seem to be a lot chattier than they used to be.Ĭompanions in AAA games are a bit too chatty lately. Talking heads - In recent years the quippy companion has seen a meteoric rise in AAA games. Each level changes how much Cuff and Frey banter while moving through the world and offers a welcome chance to enjoy the world of Athia in silence, something that more games could use. In the Accessibility Settings, under the Cuff Settings subsection, there is an item called “Cuff Chat Frequency” with four different levels from Minimal to High. Thankfully the game gives the player the ability to put a stop to this. Even though the full game manages to escape this eye-roll-worthy tone for the majority of the playtime the banter between Cuff and Frey is still constant and not always as humorous as it thinks. It can be described as Whedon-esque, which to be clear isn’t a compliment. Square EnixĪn early criticism of Forspoken was against the tone of the dialogue as seen in trailers and previews. Frey and Cuff’s banter isn’t as bad as trailers made it out to be, but that doesn’t mean I want to hear it all the time.
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