• Blackmist@feddit.uk
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    1 year ago

    And that’s why Boy never shuts the fuck up in GoW Ragnarok.

    Player stuck for 30 seconds? Better tell them the answer to keep our completion metrics up…

      • tormeh@discuss.tchncs.de
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        1 year ago

        This particular thing kinda sucks, though. I also hate when there’s a puzzle that goes “you know that interaction that normally doesn’t work? We’ve enabled it here and it’s how you’re supposed to solve this puzzle! Surprise!”

        • irmoz@reddthat.com
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          1 year ago

          Moon logic. Puzzles that are hard because they make no damn sense.

          “Oh yes, of course I need to combine a fish with a phone book to create a sailboat.”

      • Madison420@lemmy.world
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        1 year ago

        FF8 was infuriating about that shit, iirc shit did somewhat glimmer but they had a habit of jamming junk under overhangs you can’t see under and can’t really tell exist unless you try to walk there. You end up spending a significant part of the game walking around all the walls like a psychopath.

    • CoderKat@lemm.ee
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      1 year ago

      Your comment has a vibe of complaining about that, but I like it for the exact reason you’re replying to. It’s a little overtuned (I’d like a couple of minutes before being given a hint), but I don’t have the patience for getting stuck for long periods of time, especially if it’s because of game limitations (ie, I can think of alternatives, but the game doesn’t let me use the alternatives because that’s not how video games work).

      I also really like when games make it clear that I can’t do something right now. Horizon has been great about that, with Aloy remarking that she probably needs some tool or should come back later. I always hated spending 10 minutes trying to get to some obvious treasure, googling it, and being spoiled because the Google result will tell me (in too much detail) that it’s a late game thing.

      • Blackmist@feddit.uk
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        1 year ago

        Yeah, that’s sometimes really immersion breaking, but it does save time.

        One of the recent Tomb Raider games (“Shadow of the” probably, which was otherwise unremarkable) had separate settings for puzzles, combat and exploration, so you could turn puzzle hints off completely. I still kept the exploration setting though, because it’s a nightmare to find the puzzle parts among all the clutter that modern games throw in. Like a wall full of cogwheels, but only two of them are part of the puzzle and the rest is just scenery.

        • CoderKat@lemm.ee
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          1 year ago

          Yeah, that setting was great. I wish more games would have granular difficulty settings.

    • bentsea@lemm.ee
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      1 year ago

      I don’t think I’d dislike it if they gave me like 5 to 10 minutes depending on the size of the puzzle and what I’ve done. I definitely hate how fast it is. It’s like, Jesus, give me a minute or being told what do do after it’s already blatantly obvious and you’re trying to figure it out.