Annoying Game Mechanics are those that just make you groan when you see them in a game. You’ve seen them at their best but you’ve also seen them at their worst. You can’t love them but you can’t hate them either, but you can definitely be annoyed!
Puzzles are at the core of Adventure gameplay, they provide challenges for you to overcome with brains rather than brawn. For Action Adventures, they offer a break from the hacky-slashy-stabby-shooty element of title.
Every week I’ll bring you a new puzzle, drawn from some of the best and worst adventure or puzzle games I’ve ever played. Every once in a while I’ll even leave you one of my own for you to solve. If you do, I’ll find a way to reward you!
The Witcher 3 released last month to enormous success, the culmination of everything CD Projekt Red had been working on for the past years, ever since they unleashed Geralt of Rivia on the world. Now, The Witcher is household name, but most people don’t know how big it is. For some it’s just a bit of fantasy, just another world. Some know of the novels they’re based on but don’t realise how big they are in their homeland. Continue reading The Witcher Perspective – On Origins and Scale
You wake up in a strange place, right after a botched suicide attempt. A voice speaks to you and tells you to follow him. So what do you do? You follow it of course, as its latest subject, Subject 13. Continue reading Review: Subject 13
Puzzles are at the core of Adventure gameplay, they provide challenges for you to overcome with brains rather than brawn. For Action Adventures, they offer a break from the hacky-slashy-stabby-shooty element of title.
Every week I’ll bring you a new puzzle, drawn from some of the best and worst adventure or puzzle games I’ve ever played. Every once in a while I’ll even leave you one of my own for you to solve. If you do, I’ll find a way to reward you! Continue reading The Weekly Puzzle – The King, The King, The King is on Fire!
Annoying Game Mechanics are those that just make you groan when you see them in a game. You’ve seen them at their best but you’ve also seen them at their worst. You can’t love them but you can’t hate them either, but you can definitely be annoyed!
This week the mechanic I’m having an issue with is Collectibles!
These are the items, trophies and knickknacks strewn around the maps, there for you to find. They’re an optional quest, something else to do when you’re not saving the world or looking for a princess in another castle. They expand the gameplay—sometimes even padding it—and may or not include some sort of challenge to collect them. Maybe you need to do a tricky platforming segment, or climb a steep hill with limited stamina or defeat a powerful enemy to find this little thing.
I don’t mean health pickups and powerups, pieces of heart or mushrooms. Those are central mechanics, those we can call simply “pickups.” I mean the truly optional, those that if you took them out, the core gameplay would not change. I mean the Flags, the Gold Skultullas, the hidden memoires and ancient artefacts. As much as we dislike the idea of having to go around the maps looking for a tiny object or creature, we all do it in the end, because we hope there’ll be a big reward for the effort we put in.
And that ultimately is what separates the good Collectibles from the bad one. There is a function to them, a purpose to the scavenger hunt. Maybe it’s an upgrade or simply another ending to the game.
The staple of an annoying mechanic is that it’s seen both good and bad days. The following are some of the best and most disappointing uses:
Good:
The Legend of Zelda has always done collectibles right, giving you a big reward for your efforts.
Ocarina of Time had the Skulltulas, and every 10 or so would break the curse on one person and they would give you a reward.
From Wind Waker onwards you had loot bags for monster drops. These could be exchanged for treasure or in Skyward Sword’s case, used for upgrades. You might think the upgrades a central mechanic, but they’re really not, as you don’t really need them at all, nor does the game hint that you should do it.
TheEzioAuditore Assassin’s Creed games had you collecting Seals—through eitheraparkour gauntlet or a combat one— that would earn you the most powerful armour in the game, usually unbreakable and with more defence than any other piece of gear.
Not only did it have those, but also the Animus Fragments in Revelations and the ciphers and special puzzles in the other two games and completing each would reveal a part of the truth.
System Shock 2, Bioshock and Dead Space all have Audio and text logs, and while the benefit from them isn’t necessarily mechanic (such as a password), they help their title’s storytelling in a very rewarding way.
Batman: Arkham City made the inane Riddler Trophies useful, by setting them as prerequisites for the challenge rooms where Edward Nygma stashed his hostages.
Bloodborne has the “One-third of Umbilical Cord”. Taking three of them and selecting a particular option near the end, unlocks the game’s final ending. Again, you might consider this one central to the game, but they are in no way signposted and you can even find more than three, thus I consider them collectibles.
The Witcher 3 has Gwent Cards. As much as I dislike the minigame itself (I was a Dice Poker master!), the cards are a form of collectibles. There’s even a sidequest called “Gotta Collect them All!” Each card can bolster your deck which in turn can lead you to making some serious money.
Xenoblade Chronicles has special items thrown around its massive maps. You’ll come across them as blue balls of light hovering over the ground. You’ll often use these little items, which are completely random by the way, as objectives in some of the game’s thousands of subquests. And beyond that, you have an adventuring journal where you can ‘use’ these items to fill up the current zone’s collection for Flora, Fauna, Mechs, etc., and gain a small item when you’ve completed a set.
Final Fantasies have always had some form of collectible:
Final Fantasy VIII much like The Witcher 3 had cards (only this card game was quite fun!).
Summons are mostly optional in the game, and collecting them can be one of the most satisfying things to do, as there is always a challenge to be found.
Bad:
Speaking of Assassin’s Creed, the series has also had its fair share of ridiculous and pointless collectibles.
As much as I love AC2, the feathers were unnecessary and tedious. The point of them is to give Ezio’s mother closure, but surely there are better ways than hunting for 100 random feathers in the environment.
The different flags found in all the games are a colossal waste of time, especially the Assassin’s Creed 1 and Brotherhood’s.
The Animus Fragments in Black Flag are the epitome to pointless collectibles. They really give you nothing for collecting them, just an achievement.
While Arkham City did make the Riddler trophies useful, it added the Catwoman Trophies in…just because. They add nothing and simply pad her segments, which aren’t remotely as fun as Batman’s.
The Legend, Anniversary and Underworld trilogy for Tomb Raider added Relics to the game, and they do nothing but unlock concept art, which is a complete waste of time. Give me something useful, not something I’m already slowly unlocking by just clearing the game.
Alice: Madness Returns has perhaps the most pointless of all collectibles. You can find memory fragments, which show you either a conversation or an image relating to Alice’s past and her mental state. The problem is they don’t offer any answers or insights into the plot. The real memories, the ones that do offer something interesting, are obligatory and found at the end of each level.
Alan Wake had you running around collecting all manner of nonsense, from Manuscript Pages to Coffee Thermoses! They completely broke any immersion, something that was already hard to come by with such a padded game (levels outstayed their welcome and then lasted for another half hour) without adding something so pointless as knocking over can pyramids.
The collectopaedia actually gives you stuff! (Image Credit: Xenoblade Wikia)
We all remember these! (Image Credit: ZeldaElements.net)
Yep, ground monster horn makes the bow much more badass, everyone knows that! (Image Credit: ZeldaDungeon.net)
One of many to collect for Altair’s armour! (Image Credit: Assassin’s Creed Wiki)
These can get very creepy, very fast. (Image Credit: Youtube)
Arkham City made these worthwhile. (Image Credit: MobyGames)
But Arkham City also added these worthless ones. (Image Credit: GamesRadar.com)
This gave was freaking fun! And collecting the cards was awesome! (Image Credit: FFShrine.org)
Leave it there, Edward, it’s not worth it! (Image Credit: CheatCC)
Don’t bother Ezio, just go find a Hen and pluck the feathers off! (Image Credit: GamesRadar.com)
In a game with overpowered relics as a focus, you have useless ones to find! (Image Credit: GamesOver.com)
Puzzles are at the core of Adventure gameplay, they provide challenges for you to overcome with brains rather than brawn. For Action Adventures, they offer a break from the hacky-slashy-stabby-shooty element of title.
Every week I’ll bring you a new puzzle, drawn from some of the best and worst adventure or puzzle games I’ve ever played. Every once in a while I’ll even leave you one of my own for you to solve. If you do, I’ll find a way to reward you!
Last week I presented you with a fun puzzle-y scenario, three in fact and they’re still open. Go check them out and let me know what your solution is!
This week’s puzzle is from one of my favourite games of all times, The Legend of Zelda: A Link to the Past. In the Dark World’s 7th dungeon, Turtle Rock, you come up to a room with a pit, two doors—one of them locked—a railway track and a bunch of unlit torches. With the help of the Cane of Somaria you create a platform on the rails to light the torches floating over the void. The problem is you need to use the Rod of Fire and the torches don’t stay lit for very long.
This place, first friggin’ puzzle and it stumped a lot of people!
This can be a frustrating puzzle but I love it just because of that reason. It’s the last ‘traditional’ dungeon—the next one, Ganon’s Tower I consider ‘endgame’—the game it throws everything it has at you, to stop you from rescuing the last maiden, Princess Zelda, and this starting puzzle is a perfect example of how intense Turtle Rock is. The Rod of Fire takes a big chunk of magic per use and the torches light out quite fast, so you need to figure out the right moments to light them with as few blasts as possible and still get to the door before the torches die out. It takes some good thinking, a little strategy and some luck!
A Link to the Past has many fun and engaging puzzles. Hell, the entire Ice Cave is one big layout puzzle, but I had to mention one of them and this was the most memorable one for me. How about you, any interesting Zelda memories?
A derelict building is something best left alone. We leave them where they are, without ever even wondering at what might be inside. In Homesick, we take a step into one such building and see and feel the personal stories of its previous tenants, perhaps finding more than just scattered memories. Continue reading Review: Homesick
Puzzles are at the core of Adventure gameplay, they provide challenges for you to overcome with brains rather than brawn. For Action Adventures, they offer a break from the hacky-slashy-stabby-shooty element of title.
Every week I’ll bring you a new puzzle, drawn from some of the best and worst adventure or puzzle games I’ve ever played. Every once in a while I’ll even leave you one of my own for you to solve. If you do, I’ll find a way to reward you! Continue reading The Weekly Puzzle – I’m Batman!