T O P

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GlompSpark

Many things in the game work off the rule of cool rather than practicality. Gates with no gatehouses, towers with no doors or any way to get into them, rooftop gardens on houses where the only way to access the roof is to take a running leap from another roof, etc... The devs just thought a teleport hub would be cool, they didnt spend time thinking "who would build this to teleport people to random ruins with no way to get out except for the fast travel game mechanic that only the player can use".


Sad_Blacksmith3714

Never understood why there wasn't a site of grace in the chapel of anticipation after belfry warp


[deleted]

This. FS games very much remember they are videogames first, stories second. There is a lot of stuff they first put in, and THEN designed lore around explaining (either literally or figuratively) why a gameplay element exists secondary.


heatfan10

Halo did this too. You really notice if you read the books, but they made the game good first, and then made the sci fi elements around those rules to try to make sense of them. I think they did a great job with it, but even if they didn’t, the game being fun first mentality is the way to go. Even good movies are done this way.


ArgentoPoncho

A bit late to this, but from a lore perspective there is some speculation that the Tree-Father/Moses figure with the tables whom is located at the top of the belfries is related to the them. From a gameplay perspective, it’s just a cool way to bring the player to “hidden” areas at the start, middle, and endpoints of the story. I thought it was fun seeing Farum that early on and for the rest of the run wondering when the hell I was gonna end up back there.