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Scion Dracos

Saint Denis is Bloody Awful

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Spadge

You gotta slow down, if you race your horse code 3 through the city streets it's just a matter of time until a booboo happens. Of course you can't behave in town like you can on the wide prairie, it's a damn city; that's the whole point, the wild-west is slowly fading away, and Saint Denis is the epicenter of that change. It encourages the player to behave differently.

 

Personally, I keep my playthrough RP and realistic, i still ride my horse, but I don't go Fernando Alonzo through the main square, that's would be full retard. Yes, the city can feel opressing at times, but that's the point. The characters echo that sentiment in the story, and the way they make the player feel the same than said characters about Saint-Denis is just amazingly well done. In real life, studies show that people in urban areas are unhappier than those in rural areas, and Saint-Denis encapsulates that as well. Cities are oppressive and busy, Saint Denis exists as a constrast to the rest of the map, which is wide open land. After spending some time in Saint-Denis, you miss the great plains of big valley, and once you arrive there you feel free and refreshed. It's done by design, so very different parts of the map legitimally like two different games. It's called good level-design.

Edited by Spadge
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Taterman
10 hours ago, Spadge said:

You gotta slow down, if you race your horse code 3 through the city streets it's just a matter of time until a booboo happens. Of course you can't behave in town like you can on the wide prairie, it's a damn city; that's the whole point, the wild-west is slowly fading away, and Saint Denis is the epicenter of that change. It encourages the player to behave differently.

 

Personally, I keep my playthrough RP and realistic, i still ride my horse, but I don't go Fernando Alonzo through the main square, that's would be full retard. Yes, the city can feel opressing at times, but that's the point. The characters echo that sentiment in the story, and the way they make the player feel the same than said characters about Saint-Denis is just amazingly well done. In real life, studies show that people in urban areas are unhappier than those in rural areas, and Saint-Denis encapsulates that as well. Cities are oppressive and busy, Saint Denis exists as a constrast to the rest of the map, which is wide open land. After spending some time in Saint-Denis, you miss the great plains of big valley, and once you arrive there you feel free and refreshed. It's done by design, so very different parts of the map legitimally like two different games. It's called good level-design.

 

Fantastic post sir.

 

 

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Coleco
On 1/17/2020 at 10:48 AM, Hmmm Beer said:

It's weird, St Denis. Impressive to look at but not a lot to do really. It should be better than it is.

 

These are my sentiments about R*'s game design in general to be honest. 

 

Environments are always top notch but the gameplay is straight outta 2004

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Ironside
1 hour ago, Coleco said:

 

These are my sentiments about R*'s game design in general to be honest. 

 

Environments are always top notch but the gameplay is straight outta 2004

I do not fully agree with your opinion but I do understand the sentiment. My biggest gripe that is related to what you say is the following. I do love the side quests, the first half of the main story and most of the events that one can encounter but... Yes there is a but and unfortunately it is quite glaring. The last half of the story is very badly paced and the story with the natives together with Guarma is just shoehorned into the game and those parts are not even remotely enjoyable.
 

The epilogue is ok for what it is but the vast emptiness in regards to side quests and random events are just bad game design, the same can be said about post epilogue gameplay. I understand that post epilogue gameplay will not have as much content as the main part of the game, naturally.

 

But the total lack of repeatable bounties and similar activities just feels horrible and the same can be said about talismans and trinkets. Most trinkets will be available to the player when they simply are not needed anymore and that is literally bad game design, just look at the trinket that prevent cadavers from rotting as it is obtained from the legendary animal furthest away on the map that is not even traversable during the main story. 
 

To stay on topic, all of this can be applied to Saint Denis. The city should have more of everything, stores, bars, random events,  and it should definitely have some cool repeatable bounties and such but the last can be said about the game in general. 

Edited by Ironside
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Gettin up

I really like Saint Denis and my favorite missions in story mode takes places in there.
The sound of the street gives me vibes while riding a horse in the city.
The downsides I can think of are that you can trigger law after you so easily when riding a horse there, and when you arrive there by train the station is kinda odd compared to others imo. They could have made more enterable buildings also as well.


I feel like I spent too little time in Saint Denis on story mode and now I find myself there more often in online.
 

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GrungeNinja

The city is awesome, beautiful at night, lots of room for future dlc's there, I hope they add an event with the "Vampire of Saint Denis".

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Taterman
1 hour ago, GrungeNinja said:

The city is awesome, beautiful at night, lots of room for future dlc's there, I hope they add an event with the "Vampire of Saint Denis".

Or a psycho voodoo killer. 

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JumpingGigawatts
On 2/6/2020 at 10:58 PM, Spadge said:

You gotta slow down, if you race your horse code 3 through the city streets it's just a matter of time until a booboo happens. Of course you can't behave in town like you can on the wide prairie, it's a damn city; that's the whole point, the wild-west is slowly fading away, and Saint Denis is the epicenter of that change. It encourages the player to behave differently.

 

Personally, I keep my playthrough RP and realistic, i still ride my horse, but I don't go Fernando Alonzo through the main square, that's would be full retard. Yes, the city can feel opressing at times, but that's the point. The characters echo that sentiment in the story, and the way they make the player feel the same than said characters about Saint-Denis is just amazingly well done. In real life, studies show that people in urban areas are unhappier than those in rural areas, and Saint-Denis encapsulates that as well. Cities are oppressive and busy, Saint Denis exists as a constrast to the rest of the map, which is wide open land. After spending some time in Saint-Denis, you miss the great plains of big valley, and once you arrive there you feel free and refreshed. It's done by design, so very different parts of the map legitimally like two different games. It's called good level-design.

Totally agree with this - still doesn’t stop me from getting annoyed when I accidentally trample on somebody or become wanted for trespassing.

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Hiply

I'm just going to disagree with the "St Denis sucks!" crowd.  I think it fills exactly the role it is supposed to, contrasting the still mostly wild West and the increasingly industrialized and urban East.  The atmosphere is close to perfect, the callback to late 1800s New Orleans with it's racial mix, have/have not sections of town, gentility adding a veneer of polish over a seething undercurrent of post-war change, and the way the character of the city changes across all hours of the day make it an easy place to kill a lot of time just soaking it all in.  There's dramatically less of all of that in Online, as I have recently found out, but it's still beautiful.

It's also not at all hard to play in that town without getting gunned down or arrested; watch where you're going, realize it's not some barely civilized western railroad head where the local sheriff really doesn't give a damn if people beat the hell out of each other, slow down, and realize that the heavy-handed police presence is there for a reason.  

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Dark Rosewood Varnish

Never had an issue with St Denis, one of the more interesting parts of the map if you ask me. Honestly just hitch your horse and go for a walk around the place, it's incredibly immersive. 

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jmmontoro

Mafia (the original) going past a red light and you have an inspector chasing you with a ticket, that was awesome.

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RisingCobra
14 hours ago, jmmontoro said:

Mafia (the original) going past a red light and you have an inspector chasing you with a ticket, that was awesome.

 

It's it also the case in Mafia 2, same with speeding.

 

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Adrenalist

R* has bested everyone in the gaming industry for their exterior development. Hands down, there is no parallel. 
 

They really owe it to themselves to now focus on interior development. 
 

Saint Denis was a disappointment for me because every store wasn’t operable. There were few enterable interiors. A few stores. And rooftop accessibility was lacking. 
 

The one spot they nailed was the door next to the gun shop. It came closest to what I would like to experience in the city: An inconspicuous door to a back alleyway, with access to roof shenanigans. It could’ve been far better though with interior access with different activities and side quests triggered from exploration. 
 

With R* saying that they are going to go with a smaller map size, I can only hope it means one thing: all interiors accessible. All shops open for business. Everything open for a home invasion or business robbery. 
 

Lastly, I think buying a complete inventory from a shop should give an added bonus. Like the owner saying he doesn’t have anything left to sell you but an extra item that slightly boosts your character stats, or an item that you need for a side mission, or a part you need to be able to break into a particular model of safe, etc. Like any rpg, grinding should come with an improved character stat, or even a cut scene or side mission reward. Basically, purchasing a complete inventory of a store should allow you to access something otherwise unobtainable. 
 

The ability to be creative with the indoors is something R* has yet to tap. And there is so much out them for them to explore. They’ve done such an exceptional job on nailing roadways, nature’s chaos, and the uniqueness of everything in life, I could only see interiors being created better than any other gaming company, too. 
 

I can’t wait for them to implement interiors in their own fashion. It’s going to be epic. And with them saying that they won’t be doing a map as big as RDR 2’s again, I can only hope that it means their focus is going to shift on interiors, accessible shops, and a balanced currency/rewards system. 
 

If Saint Denis had all these things, it would be a great city to explore. 

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Taterman
6 hours ago, Adrenalist said:

I can’t wait for them to implement interiors in their own fashion. It’s going to be epic. And with them saying that they won’t be doing a map as big as RDR 2’s again, I can only hope that it means their focus is going to shift on interiors, accessible shops, and a balanced currency/rewards system. 
 

If Saint Denis had all these things, it would be a great city to explore. 

I hope it happens, it would open up so many options.

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Adrenalist
On 4/30/2020 at 2:13 AM, Taterman said:

I hope it happens, it would open up so many options.

I agree. Putting the same level of creativity R* has set a reputation for would only result in something absolutely profound. 

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Taterman
7 hours ago, Adrenalist said:

I agree. Putting the same level of creativity R* has set a reputation for would only result in something absolutely profound. 

They could hide endless little mysteries through the interiors like they seem to enjoy doing.  🙂

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