![]() ![]() Either way, there’s only one way to know for sure! And that is you go there yourself and find out. It could be the next token you need to free a light tower. There is an ability in which you can sense where something of interest is, but it doesn’t communicate what exactly that is. ![]() There lies the strength of the game, and what makes it a strangely more gratifying experience than something like a Rockstar game. There are goals and objectives to accomplish, but it’s not rocket science to figure that all out. There really isn’t a “next destination” either. The game itself is “pathless.” There are no roads or trails to not-so-subtly guide you to your next destination. Quite literally, it’s about navigating the world yourself. It’s not a game about overcoming a challenge (indeed, while it’s a much more interactive gameplay system than the studio’s previous game Abzu, it also isn’t a game you can “die” in). The end result is a game that treats the player as a vaguely intelligent being capable of figuring things out on their own. Every once in a while, they inform you that you’ve received a power up, but that’s it. They don’t even put a map on your screen. No warnings that you can’t reach such and such place yet. In The Pathless, players are dropped into this open map and given a brief tutorial explaining movement. They primarily accomplish this by embracing the original Zelda philosophy: exploration. Yet The Pathless manages to do more in a smaller, but more open world than most of the big studios. It’s easy to feel fatigued with the structure, especially given how many developers reduce their worlds to just a big errand board. Open world games are a dime a dozen, and there’s been no shortage of them from the Triple A industry these past few years. ![]()
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