I find myself very enthralled playing along and then some sections little things happen and im like oh year this is just a game.
When you die the little zoomout and law&order svu ‘chink’ that happens.
If the zoomout didnt frame the play zone and instead faded to black it wouldn’t fell so disconnecting.
Some levels feel like an ordinary platformer.
Particularly the sewers and the potion sellers cave. This platformer feel is compounded by the zoomout thing. But i think a less consistent approach to the environmental cut away would help feel less blocky. I really enjoy these levels it just doesn’t have the same feel as the rest of the zones.
Enemies feel like thet are just plonked into the map. If they had an activity that they were doing, like bandits sitting around a campfire. Not just waiting to be triggered. That would help. The worst enemy for this imo is the scorpion explodie guy.
I haven’t think about #3. That’s a great addition. Even though it doesn’t really matter for torn infected enemies (since they’re like zombies), but the bandits could be chilling in the firecamp, chopping woods, mining minerals, guarding chests, sleeping, etc.
One thing I’ve noticed that is kind of funny but also immersion breaking is scenes where there are multiple Sacrament town guards standing together (After second Darak or Before Riven Twins), they all move in sync, turning their heads side to side in unison.
I’m actually on-board with everything except #2 you’re crazy the platforming is like 20% the fun of these even if it’s very obviously a game. I like the gameyness and interplay, lots of soulslikes try to imitate it not many pull it off like Wicked did.
Dont get me wrong i like the platforming parts. I really enjoy the diversity of game play. What i really mean is these areas feel like a room rather than a part of the world. I think less uniform cutaways could help make it feel more part of the world.