Ha! In Kirby they put stars or collectibles or plot items in obscure places in just about every game!
Comic Strips
Comic Strips is a community for those who love comic stories.
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The most damning game for me was Dragon Ball Z: Super Saiya Densetsu on SNES.
It was an rpg. A good like 10 hours into the game you're wondering around on Planet Namek and the only way to progress in the story is to find Dende. Well you get pretty much no info or hints about where he is. Well all the houses and huts all have decorative pots in them, kind of like the kind you could smash in Zelda games. In DBZ, at no point was anything in any of these pots, and you couldn't break them, or even get acknowledgement that pressing a button near one of these pots even "checks" the pot. All the pots seem to just be decor you can't interact with.
Of course, that's where Dende was. The only thing in any pot in the entire game was a kid that you were required to find in order to continue progressing, found half way into the game after you've decided already that the game won't let you interact or check pots, and then making you check all the rest of the pots for the rest of the game because "they hid one thing in a pot, surely there could be another".
As a Wolfenstein 3D player that checks every square centimeter of every wall for secret passages, I feel this pain.
That's why I find idea that no gamer in Ready Player One tried running a car backward offensive.
Its like, people rub against every square inch of geometry in say, Destiny 2, just to get out of bounds. It's insane that no one just...tried cause they're bored even.
Based on a true story.
Bonus points for your appropriate username
Credit to Tim Buckley for briefly becoming one of the most widely mocked people on the internet and spawning a meme that lives on to this day but just rolling with it and continuing with his dream of making webcomics.
Iirc correctly there was something about somewhat scamming his patreons or so. Ny memory is hazy but something about a drawing tablet?
Note: Your character is highly unlikely to "Whump" into the left side obstacle. They are more likely to do the Michael Jackson standing walking in place motion while you try probing the left side for openings and weaknesses.
Sackboy does this a lot
For me it's waterfalls - have to check behind every single one for a hidden cave.
This has proven to be problematic in real life, like when I visited Niagara...
There are tours that take you behind the falls near the turbines. Or at least used to be.
Has my guy never considered spinning around on spot, or is getting a screen full of up close wall texture just part of his gaming experience?
And then the movie adaptation of Ready Player One acted like placing something before the starting line is some kind of super-sneaky hiding method.
Every single waterfall I find I must check behind it, forever.
I still get irrationally upset when there isn't. But, if a game gives me a waterfall find (or 2, or 3 like Avowed) it will rocket to the top of my list.
Lived in a place that had a koi pond and waterfall fountain years ago. I placed a small adventurer and treasure chest behind it. Wonder if it's still there.
I really love that you did that. I hope some kid (or an adult that’s a kid at heart) found it! Imagine how stoked they were!
Donkey Kong Country…
Some of the skips are so fun, I love the cannon canyon level for it.
And basically every game in the series too. Even the two Retro Studios ones.
Also Yooka-Laylee and the Impossible Lair and Rayman Origins/Legend. Don't tell me those are not Donkey Kong Country, they know exactly what they did.
Replayed it the other week, soo many levels start this way
This is the one.
There is another.
I always try to figure out which direction the game wants me to go so I can try going the opposite way first.
I mean, we can't risk advancing the game and leaving unexplored areas behind
It's almost frustrating to play something with no intended path because it takes away my option to deliberately take the wrong one.
There usually is an intended path regardless. Signposting is definitely something that's done even in open world.
It’s not always explained though. A lot of games use flames/torches/lights though. Vast majority of games follow the same tropes unfortunately.
This is the exact same instinct that drives us to run away from the obvious path first. "Clearly that's where the final boss is. Let me just check what's down this way first..."
"...oh no wait, there's a point-of-no-return ledge here. Ok, so maybe that other way was actually where the secret was. I'll go back..."
"...hmm, there's another ledge on this side too. Let me just put in a save point and...ok, yeah, this one is the final boss. Let me reload and check the other path..."
"...ugh, it restarted me way back here? And respawned all the enemies when I reloaded? That's frustrating..."
"...THEY BOTH. LED. TO THE SAME. EXACT. PLACE."
Yeah.. I felt that. Hard. I need to actively tell myself it's not worth wasting so much time. Other times I just can't be bothered and I mindlessly waste time checking everything cause it somehow feels like less work.
WTF I don't come here to be attacked like this
It's ok. We're all here for each other.
No we're not. You two are on your own.
This is why I have 120 hours in 40 hour games.
This, plus looking at a tiny little toe-sized piece of unexplored minimap on the opposite side of the world and thinking, "but what if there's something important there?!"
This, plus dragging every scrap of loot back to town to sell, no matter how bad the value/weight ratio is.
I play games this way too, but I feel like the bigger factor in my playtime way higher than necessary is that I don't want to miss any dialogue so I talk to every NPC until they repeat themselves. Most of the time that's the second time you talk to them so I definitely get a lot out of that.
Lego Star Wars instilled this as well as leaps of faith
Oh crap. I do it too. It's useful in Rayman Origins and Legends. (Maybe once)