http://www.ign.com/articles/2017/10/20/elex-review
That's one thing I don't like if true, it's why I don't care for 'NPC schedules'. I take that as suspension of disbelief, when my character goes to an NPC it doesn't mean the NPC is fixed in place, that's just me (the player) feedback on what him (the character) did: he got there, asked some random villager about NPC's house, they told him where it is, he got there, NPC was sleeping, he waited and came back in the morning. I don't have to see that as it's totally uneventful, just like I don't have to see my character peeing to believe he actually does pee.The biggest problem with ELEX is that it’s buggy to the point I almost wasn’t able to finish it. Broken event triggers, horrible party member AI, and missing or misplaced map markers that make quest targets impossible to find call to mind the worst of Fallout: New Vegas or Vampire the Masquerade: Bloodlines at the time of their respective releases. At one point I had to chase down and speak to every named NPC in a large town - most of which do not stay in one place for long - due to having no indication of which one had the quest that would let me advance the story. In another case, I spent almost an hour jetpacking around looking for a way into a locked structure because that’s where the quest marker told me to go, and I was never tipped off that it unlocks through another quest I hadn’t completed yet. I’m not the kind of RPG player who needs everything spelled out for me with GPS directions on every quest. But the reason great games like Morrowind got away with less hand-holding was the fact that you could read books, talk to guards, or otherwise get clues from the environment on where you needed to go. ELEX offers none of that, so a lot of quests aren’t so much involved treasure hunts as they are a guessing game mixed with hide-and-seek.