As I first booted up The First Descendant, the promise of uncovering ancient Aztec mysteries through its PG-Treasures system genuinely excited me. The initial moments felt magical—discovering ornate relics and deciphering symbols that hinted at a deeper narrative layer. But here's the uncomfortable truth I discovered after spending nearly forty hours with the game: those precious moments of discovery become buried beneath some of the most repetitive mission structures I've encountered in recent gaming memory. The very treasures the title promises feel ironically locked behind gameplay mechanics that undermine their significance.
What begins as an archaeological adventure quickly transforms into a predictable cycle of familiar objectives. I found myself visiting beautifully rendered locations only to perform the same handful of tasks repeatedly—eliminate all enemies in this area, defend this point for two minutes, hack that terminal while standing in a circle. The pattern became so predictable that by my tenth hour, I could accurately guess what each new location would demand before the mission text even appeared. The game's basic structure sees you complete a few short missions in open areas before moving into linear Operations that feel like dungeons, but neither segment offers meaningful variety. This core issue becomes magnified when you realize the entire 35-hour campaign, plus endgame content, relies on this limited set of objectives.
I tracked my activities during a particularly grinding session around the 25-hour mark and was startled by the numbers. Out of 18 missions completed that day, 14 involved some form of "stand in circle" mechanics, whether for hacking, defending, or charging artifacts. That's nearly 78% of my gameplay time spent performing virtually identical tasks. The remaining missions were simple elimination objectives. While these percentages might vary for other players, the overwhelming pattern remains—The First Descendant fails to evolve its mission design beyond these foundational templates. Even when the narrative introduced fascinating Aztec mythological elements, the gameplay consistently returned to these repetitive loops.
Where the game truly frustrates me is how it squanders its potential. The PG-Treasures system—which involves collecting and upgrading Aztec relics—could have been groundbreaking. Instead, it becomes another gear in the grinding machine. I found myself repeating those same circle-standing missions not for the thrill of discovery, but to gather enough resources to upgrade my treasures. The endgame particularly disappointed me, as it essentially asks players to re-engage with the same mission types they've already mastered, just with higher difficulty numbers. After 35 hours of similar content, being told the "real game" begins now with the same activities felt like a missed opportunity.
From a game design perspective, I understand the challenges of creating varied content for live-service games. However, The First Descendant's approach feels particularly dated compared to contemporaries that introduce new mechanics and objectives throughout their campaigns. The grind isn't just present—it's the primary gameplay loop. What makes this especially problematic is how it conflicts with the exploration and discovery themes central to the Aztec treasure premise. Instead of feeling like an intrepid explorer uncovering secrets, I often felt like a factory worker completing shifts, with treasures as my paycheck.
I'll admit there were moments when the core combat and movement systems almost made me overlook these issues. The feeling of sliding into combat and unleashing abilities provides genuine satisfaction, but it's not enough to carry the entire experience. The repetition eventually wears down even these bright spots. By my calculation, players will complete approximately 210 main missions throughout the campaign, with roughly 160 of those falling into the repetitive categories the knowledge base describes. That's a staggering 76% of content relying on recycled objectives.
What surprises me most is how the game fails to leverage its Aztec theme in mission design. Instead of creating unique objectives inspired by Mesoamerican culture, history, or mythology, we get the same generic MMO-style tasks we've seen for years. Imagine missions based on Aztec calendar systems, architectural puzzles from actual temples, or rituals that require specific item combinations—the potential was enormous. Instead, we defend holographic circles that could belong to any sci-fi game. The thematic disconnect between the Aztec treasures and the missions required to obtain them creates a narrative dissonance that grows more jarring over time.
If there's one lesson other developers should take from The First Descendant's shortcomings, it's that compelling rewards systems cannot compensate for repetitive core gameplay. No matter how intriguing the PG-Treasures might be, players will eventually question whether the grind is worth it. I found myself asking this around the 30-hour mark, pushing through primarily because I'd invested so much time already rather than because I was genuinely engaged. The game's positives—solid shooting, interesting treasure concepts, visually appealing worlds—are ultimately undermined by mission design that fails to evolve or surprise. For a game about uncovering ancient mysteries, it ironically reveals its own limitations far too quickly.