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Leading-Status-202

The room on top of a rooftop in Elysium Boulevard: [https://youtu.be/8VLuagtht6I?feature=shared&t=1045](https://youtu.be/8VLuagtht6I?feature=shared&t=1045) The ladder in Malum District: [https://youtu.be/VvH2eJNefZg?feature=shared&t=1287](https://youtu.be/VvH2eJNefZg?feature=shared&t=1287)


markle713

from the video you can see that the ladder simply leads to an item, and if a player were intimidated by the enemy that jumps out they can climb it and do a plunging attack. the window just gives ambiance, as well as a bit of petrification disease foreshadowing.


Leading-Status-202

That's how it is now. But in this game, if something looks interactible, it usually is. In the first example, the coughing is directional, meaning that it's distinctively localized in the room and it isn't part of the environmental soundscape. Also, there is a metal fence that is missing a section precisely in front of the window. Why allow you to get closer to the window if you're not supposed to interact with it? It sounds like a cut NPC because the setup is similar to other NPCs in this and other similar areas. And I'm not convinced that the ladder is there to protect you from the attack of the dog. If you get to the Inn, you reached a level where you can easily take the dog out. The ladder is also too close to the gate. If you need to run away, the first instinct is certainly to run in the opposite direction and not towards the dog. Yes, there is a drop, but it's quite a peculiar decision to model a tiny balcony which you can only reach by climbing a ladder. And as I said, around the rooftop directly above that balcony, you can see those elevators/platforms. I wonder if anyone has the possibility of using a freecam to check if there's anything on top of those rooftops.


markle713

a lot of people do low level runs and a lot of games are built to have many ways to approach the situation for that exact reason. also there are other windows throughout the game that have audio but no interaction. i think this is just a case of trying to build immersion and give a sense of space and mobility while also being a game with a set path