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I had to read up on the P4G ending, and on the costumes. Otherwise Id never known about either.

 

Chrono Trigger also had some ridiculously convoluted ways to get certain items. I played it on the DS for the first time, so I had the internet to help me. I cant imagine getting those items without it. 

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I'll put it this way: I don't mind there being secrets, but something about they way they're often handled in Japanese games, particularly RPGs, gets on my nerves.  They're stuff that's so ridiculously specific that there's almost no way you could stumble across them on your own.

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I didnt really play Zelda OoT when it was brand new, did anyone here? How much of a pain in the ass was it to get that stupid  optional sword? I cant imagine most people getting it back in the 90s.

 

Pretty easy. By 98 a lot of my friends had internet and we were aware of FAQs. Plus a lot of my friends were still buying strategy guides, which I think is how I figured out how to do it.

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We had these things called 'gaming magazines' and they included 'Tips & Tricks' section or, sometimes, full-on little books of cheat codes and secrets for all manner of games.

 

...I think I read the OoT thing online though.

 

All I remember was those fucking skull-back spider things that could really fuck up your whole run right near the end.

 

My favourite secret thing was the Arkham Asylum easter egg hinting at Arkham City and that, I think, nobody found until they were told about it. :lol:

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I'm not too bothered about missing collectibles so long as they don't impact the gameplay too significantly, so clothes, weapons when a comparable (maybe less powerful) one can be obtained more readily. Do not want to miss something like a different class of weapon or an item that grants significant new abilities (like Zora's flippers in LttP) so I think you should be guided toward that sort of stuff and it shouldn't be missable.

 

The thing that annoys me most though is branching storylines and multiple endings as it forces you to miss great swathes of storyline and gameplay. Obviously there's different levels of this and I think Heavy Rain handled it well as I think the progression of the story was logical based on your choices, the story and game still felt complete, and I don't feel like there was a "right ending" just the one you ended up with. Some games seem to make it obvious though that you made that inconsequential choice 5 minutes in to the game so now this village has been burnt to the ground forty hours later so there are non of it's side quests open to you. Or the story writers had a clear idea of what the story should be so if you ended up with a different ending you really made the wrong choices somewhere along the way.

 

To me this is the worst sort of missable content because even if you have a walkthrough open the whole time you play you still have to miss out on stuff.

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The Biggoron Sword wasn't too bad, just the time constraint nearing the end of the side quest because the tear drops had an expiration. Alex reminded me too how if you warped to the Fire Temple entrance to "shortcut" your way to the Giant Goron, it would determine how long it would have taken to get to that spot, so you would be practically out of time.

 

The only time I ever bought a GamePro magazine was when they had a full walkthrough of the Triforce Shards in Wind Waker. I honestly think without that walkthrough I would have never beat Wind Waker. I only ever had a Player's Guide to Ocarina of Time because it was a reward for renewing my subscription to Nintendo Power. I got a strategy guide for Majora's Mask to help out with finding all the masks to unlock the Fierce Deity Mask.

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Yeah, that's weird. But I'm all for a VR headset for immersive first person open world games, just with a DualShock 4.

Or a rpg. Hell...anything without the move being involved.

 

 

 

Did anyone read the Wired article about the Morpheus? The creators said that when players play normal games(like FPS/RPGs) that have their own UI...and walk fast...that it causes the players to become nauseated(or at least disoriented/un-enjoyable). 

 

They basically said the UI has to be built into the game itself...like ammo on the gun. And they have to have the speed of walking as normal as possible.

 

Kinda bummed me actually, but I'd like to see what they come up with.

 

I have very, very little hope any great games will come of VR tech anytime soon. But I'd LOVE to be wrong ;)

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Ha, jeez... I have to stop the guys behind the counter at GAME (essentially UK Gamestop) before they even start... Disk care, game reward card, pre-orders, strategy guides...

 

I made the mistake of telling one of them the other day that AC: Unity would probably be the next big game I'm most interested in and he went on for a good five minutes about some Uplay pre-order incentive nonsense which required you get OTHER PEOPLE TO PRE-ORDER AS WELL. Insanity!

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Seems TLoU multiplayer hasn't changed.

 

I swear, for such an amazing single player experience, the online multiplayer mostly featured the stereotypical online gamer. Examples include, but are not limited to: dudes talking about how high they were, guys acting like big pimpin' gangsters, up-and-coming guitarists with their two chord songs, and the MLG experts who rage at their team because "my strategy, guys!"

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TLoU multiplayer is awesome. All I do is mute absolutely everyone.

I just assumed with the type of game it was, the exclusivity of it, and the platform it was on that those stereotypical online gamers would be weeded out.

That's the only time I've left it unmuted, so I really can't say if it's usually that stupid or not.

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It is awesome, or I assume it hasn't changed much on PS4 from when I played on PS3.

 

The attitude and voice chat from other players is what can ruin the fun. I would say, in my experience, 3 out of 5 players would fit the stereotype whereas the others would either be friendly and cool, or just talking to their friends (which could be annoying). There is some weeding out though because I'd say half of the time no one would even have a mic. Kinda the double-edged sword because there were times where just saying something would help your team from being slaughtered.

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