This is a huge peeve of mine, and it reared its head constantly during my Gears 5 playthrough.
The developers have gone out of their way to encourage and reward exploration by placing collectibles, lore, weapons, ammo and components throughout every level - some in plain view, others tucked away off the beaten path.
The developers have also decided that companions should constantly vocalize their lack of patience when it comes to you wasting time wandering around. Almost immediately after a battle ends, they start pestering you to move on, and continue to do so until you get back on the main path.
Why do so many games do this? It's such a contradiction in design. Wolfenstein II: The New Colossus is another recent game that also had these moments - find and read the crapload of collectibles we've scattered everywhere, but also - the NPCs are waiting! Hurry the hell up!
Does this kind of thing bother you? What are examples that stand out the most?
The developers have gone out of their way to encourage and reward exploration by placing collectibles, lore, weapons, ammo and components throughout every level - some in plain view, others tucked away off the beaten path.
The developers have also decided that companions should constantly vocalize their lack of patience when it comes to you wasting time wandering around. Almost immediately after a battle ends, they start pestering you to move on, and continue to do so until you get back on the main path.
Why do so many games do this? It's such a contradiction in design. Wolfenstein II: The New Colossus is another recent game that also had these moments - find and read the crapload of collectibles we've scattered everywhere, but also - the NPCs are waiting! Hurry the hell up!
Does this kind of thing bother you? What are examples that stand out the most?