Finally finished my video essay review on the ride (seems like self promotion to share so I’ll just say go to my channel if you’re interested)
I’d push back and say it’s not a bad ride, but it might be a bad interactive ride. So so so much work goes into accommodating the interactive elements ie rendering in real time, developing control schemes, and dialing back the traditional narrative elements to focus on your crews story. It’s disappointing to me then that the ride is literally 100% linear aside from whether you collect 1 container of coaxium or two.
You just have no agency to really change your ride. I understand you can’t crash or go off on extreme tangents, but some subtle tweaks and branches that are responsive to your performance would go a long way to actually make the ride truly interactive and not just a half step above mission space
Imagine if failing to hit the brakes when the train stops meant the whole falling sequence didn’t play out exactly the same and you aren’t guaranteed 1 container of coaxium. Maybe failing to shoot the missle at the train means you have an alternate escape scene when you have to dodge incoming fire from the gunship
Really small variations on a still pretty linear path would make a huge difference and I hope we can get that in future missions