I don't know how to feel about this.
Certainly, TSS is not a good introduction to DROD. It's not really meant to be. It is DROD 5 after all.
This is not to say that you should have to play DROD 1-4 first, of course (for various reasons), but I don't think we should be penalised for not making DROD5 beginner friendly.
DROD 4 is intended as an easy introduction, but then people complained it was too easy and not enough of a challenge.
But also, there are tons of easy user holds to play, the "
DROD starter pack"
, Smitemastery 101, Advanced Concepts ... The reviewer is not tied to playing TSS as his sole introduction to DROD. It has 4/5 roaches for difficulty on the
Caravel sites
But I can't argue with his point that it is too hard to act as an introduction.
What confuses and
angers surprises me are the statements that
-
"There’s an optional tutorial new players can go through but, like the “Previously on..” story catch-up, it’s just too much information at once."
Really? I understand that what I am about to say sounds really patronising, but I can't actually see how it could be made more basic. The most complex room (as in, that combines several things at once) is a room with a brain and two roaches. Roaches have already been introduced and the only interaction with the brain required is killing it. I appreciate that quite a lot of elements are introduced but you don't even have to play it all at once, and you can easily come back to it again if needed to review a certain element.
That's before we even mention the in-game help and the online threads about how things work, the "
get hints for room"
button, the H+S forum...
-
"When the game actually starts, all of that information has basically disappeared and you’re forced to relearn everything on the go."
But when the game starts you play a level where the only elements are pressure plates, roaches, orbs, arrows and tunnels. And pretty much every room has flashing instructions, tooltips or explanatory dialogue.
Training Halls is harder, sure, with a lot more elements, but also has a lot of explanation in it. Certainly the difficulty ramps up here already, but I don't think it's fair to say that "
all that information has basically disappeared"
.
-
"you don’t know what is doing what or for what reason or how" and "it’s easy to miss causes and effects"
I would be curious to know what this refers to.
Most interactions are local (X hits Y, or steps on Z). Of the ones that aren't - green/red/black/blue doors always behave the same predictable way, and orbs/PPs can be clicked on to see what they affect and similarly for yellow doors and toggleable arrows.
Fegundo are different though. It is not intuitive that stepping on a star-thing will set it in motion and then you can control it. And it may not be immediately clear that tar/mud mothers affect all tar/mud in the room, in contrast to gel.
I wonder what was being referred to though.
____________________________
New to DROD? You may want to read
this.
My
Holds and Levels:
Click here to view the secret text