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lol. I was playing it on the easy difficulty. I think I am starting to figure out that now that I am older, I kind of tend to prefer my stories to be more linear. Open-world games aren't really open world. You just get punished mercilessly for entering an area that you "shouldn't be in" yet and this is how they kind of enforce a linear gameplay even though technically you are allowed to go anywhere you want. I just thought of the biggest example of this and it was everyone's first interaction with giants in Skyrim that would launch you a hundred feet into the air when they struck you. Later, those same enemies were a piece of cake to dispatch.
I can only presume that this is the case with Grounded but I don't have the patience to figure that out.
When I quit there was an entrance to a pond lab that there is no indication as to how you get to it or where. I looked it up online and you have to put together a scuba outfit of sorts and you are made aware of this by randomly discovering a bone on the floor of the pond that once it is analyzed you get the recipe for a rebreather of sorts. That's a bit too cryptic for me. I need better indications of what it is that I am supposed to be doing next to avoid just wandering around endlessly. This is especially true in a game like this one where in addition to needing to rest you also have to eat food and drink clean water on a regular basis and this just adds more tedium to the exploration process.
Hmm, Im older too but like the 'don't get there yet, or you will be smashed' type games. Might and Magic were just like that, and I loved them. Each to their own I guess? A friend of mine is more like you, plays things on 'Casual' just for the story.
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