16 – Ghosttown

While watching the video of Uranopolis I noticed something, there was some kind of eye in an oversized gear wheel, somehow I hadn’t paid attention to it at all. I think it was right behind yesterday’s boss, so I’ll quickly make up for that in this video at the beginning.

Let’s move on to Ghosttown, the area looks loveless and unfinished, I also missed an artistic thread that at least the location follows. Familiar enemies reappear here and there’s actually nothing here apart from loot.
I was also disappointed by the subway, you get rid of the car and find an area that makes you want more, a kind of pre-tour idyll, if you can call it that. But there’s nothing here, nothing at all, no enemies, no loot, nothing. You’re not rewarded for exploring every corner, which I thought was a shame.
I even felt like I had wasted an hour after Ghosttown, it was neither entertaining, nor particularly pretty, nor did I achieve anything in the game with the area.

I got the feeling that the designers had lost a bit of enthusiasm here.
Now that I’ve flipped two switches and recalibrated the world… well, what actually? I’m not being told what’s going on, no clues as to what I’ve actually done here. Currently there’s still this Greek-inspired area which was way too strong back then, but what I have to do, hmm… On my notepad is this gate in the desert, maybe that has something to do with it. Too bad you don’t learn anything about the story.

In Dark Souls, clues were always placed artfully and with a sense of proportion, here I have the feeling that this is being used to an exaggerated degree out of laziness and that there are simply no clues. Is the player supposed to make something up? I’m looking forward to the ending, maybe my criticism is unjustified and there will be a big “aha” effect.

All Adventures from “The First” in Bleak Faith Forsaken: https://www.youtube.com/playlist?list=PLQRPy70pDgKV0Z-RZosgqKf4N_olYPBNJ

#bleakfaithforsaken #bleakfaith #Ghosttown