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The game is meant to be difficult, though some elements of design have altered and cater to an easier play style, so with regards to a map never say never I guess.
If you want to mark a location, you can using position marker item.
And i noticed they recently added objective markers showing you where to go, tho only temporary when you bring it up via log/quest log. not like gps, but it shows you if it's located above or below you which is useful in multi floor office labyrinth.
Tho a digital map jodi finds digging through computers may be nice, downloading onto phone or whatever. Like 1 floor plan per specific computer located per floor, not telling you where you are positioned, just the layout and room names. You can go to a room named on it to figure out where you are to still have brain work a little.
would be a nice bonus and collectible, tho not required.
Believe that would be good enough to satisfy people who feel more in need of it~
im also lost at first, but after playing 3-4 times it's basically auto gps now lol
so does any other game isn't
The dev has said no map will be added but I agree with Count's comment that it could be an option which would allow different types of player to enjoy the game. Perhaps even link it to the easy mode. So in easy you do have a map but on normal and harder difficulties you are just left to your own memories. I do fully support the option to not have a map though because it adds challenge and makes you think before you turn corners way more.
They could even add an animation where Jodi pulls out her phone and adds important new areas, and locked things that need key-cards and such to progress.
It was mostly when I was checking if I was forgetting something (an item or ammo) in the specific section. Other instances were to quickly find things just to "be done with" a specific room and to move on.
So one could say the RE style map can be used as a cheat, because it is halfway to just looking up a location of an item in a walkthrough video/guide.
That said RE games rely more on finding specific quest items than TKA. TKA has very few of those and most of them are rather obvious in their placement.
Also, TKA is more forgiving with ammo, because your melee weapons are more effective than in RE (at least for the average player). So, it's not imperative that you find every single bullet.
One thing that also comes to mind, because of the map, the environment in the RE games feels more compartmentalized than in TKA. This is equally a remnant from RE's original classic design with fixed camera perspective, where doors strictly separated all rooms.
IMO, a map is not a necessity for TKA, on the contrary it was fun exploring and understanding the map.
Actually, this might be a good way to implement a limited map system. Put it in the computers, tabbed next to the emails. The most they might have is a personalized note from the previous user and/or a guide to the nearest fire exit(which do not seem to exist).
That said, I do not think we need an actual map or HUD system with a minimap. That would take away from the immersion.
The one thing that makes the gameplay in The Last Of Us 1 so engaging is the lack of directions: each area is a relatively simple level with only 1 an exit point, but you can't really tell where it is until u get there. That makes those simple levels feel more enganging.
This is a different kind of game but concept is the same: it's not just about progress, but also the thought process to get there.
If ever, I'd add a map for those who play on easy.