OM DETTA AVSNITT
Hey there Cubies! Are open-world games getting too big, or are we just complaining for the sake of complaining? This week on Glitch Cube, Christian and Chris dive headfirst into the evolving landscape of open-world design. From the early "you can go anywhere" awe of Smuggler’s Run on PS2 to map-clutter overload in Assassin’s Creed, they break down what actually makes an open world worth exploring.
Plus, they debate the minimalist magic of Breath of the Wild vs. Tears of the Kingdom, the narrative pacing issues caused by endless side quests, and why games like Crimson Desert and The Witcher 3 get exploration right.
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Hosts: Christian & Chris
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