

In Assassin's Creed 4: Black Flag, I made my first order of business defeating all of the naval fort encounters and fast travel points so that the rest of the game was a breeze. These things are optional, but that shouldn't be an excuse for 'copy-paste' content. InFamous: Second Son had DUP control points that, while offering skirmishes of different size and severity, still felt a tad monotonous by the end. Far Cry 3 had garrisons and radio towers to liberate and reveal segments of the map, but the process was largely the same every time. The problem isn't bottle-necking gamers into the outpost battles themselves, but in the familiarity of it all. ”The last few years have shown that although the illusion of living play-spaces has grown more tangible, developers of these titles keep making old mistakes.” I've climbed up things and synced so many times now. The same goes for climbing up to high points in the Assassin's Creed series.

Doing so will probably reduce enemy presence in the area, open up fast-travel and reveal new points of interest on your map.

I don't know about you but I'm personally getting a bit tired of playing sandbox games that ask you to relinquish enemy control over a portion of the map by taking out an outpost or map. The whole 'territorial control' thing is getting old In some cases they're looking nicer but growing too familiar to feel innovative. However, the last few years have shown that although the illusion of living play-spaces has grown more tangible, developers of these titles keep making old mistakes. If anything, the next wave of new-gen sandbox games should propel the genre into a new age of prosperity. These personal, tailored experiences are yours to own, lending both weight and ownership to the hero's journey. Everyone had their own unique stories to tell, like the time they found the Dodo in Liberty City, to stumbling across a downed UFO in Fallout 3's vast wasteland. Suddenly, the path from first mission to completion wasn't carved in stone. It was a watershed moment for the medium. Players could go anywhere, do anything, be anybody they wanted. Those who played GTA 3 at launch will no doubt remember just how revolutionary it was. ”New-gen sandbox games can look as nice as developers like, but without context and a solid reason to be raising all that hell, the impact gets diluted.”Ĭast your mind back to the first sandbox game you ever played, and think of just how awe-inspiring it was to take those initial, daunting steps into that living world. However, VG247's Dave Cook is worried that the genre is in danger of repeating several last-gen mistakes. Far Cry 4, Assassin's Creed: Unity, GTA 5, Watch Dogs and inFamous: Second Son are just a few new-gen sandbox games that make expansive, organic worlds shine on PS4 and Xbox One.
