Because I'm working on a vocal cover of it. [video=youtube;TsfIVtBt0lA]http://www.youtube.com/watch?v=TsfIVtBt0lA[/video]
What were some moments in games where you were completely stumped on what to do or where to go, and you either gave up and looked it up on a guide, or figure it out by accident, and then say to yourself, "How the hell was I supposed to know that was what I was supposed to do?"? Crash Bandicoot is guilty of this. In Warped (the third game), to get to a secret level, you have to let one of the enemies get you, and instead of dying, it takes you to the secret level. Not only is there no indication whatsoever that that's what you're supposed to do, but it violates one of the fundamental rules of video games: You either attack enemies, or if they can't be killed, stay away from them.
It's possible that the reason is because it's a secret level...Also, do you seriously mirror all of your threads? lol
Had a moment in Borderlands 2. I was walking all over this area that had three or four stories of walkways and my minimap was showing my quest objective somewhere in the area. Turned out I needed to walk up to the door that looked like every other door in the game, all of which you can't go into because it's the spawn area for baddies. Lol wow~ I would probably do that if I was a thread-making type of person, but still. At least give a different example for the first post for each different forum. x3
Holy crap and you call yourself a videogame addict. I don't own all Nintendo consoles or play all the games of a particular name but even I know that Mario and Zelda always rely more on fun gameplay and working core mechanics than on story. Plus the story isn't even that bad. Comparing Ocarina of Time with Twilight Princess you see a real sense of different stories in the same universe. And comparing Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy, yeah you see the same characters and the story doesn't add much to the game, but the core elements of an amazing platformer and consistently adding something new to it with each console makes for a very expansive gaming experience. OT: I've yet to find the second temple from the first Legend of Zelda game (got it for my 3DS), I bet it's somewhere completely obvious. I've been putting off playing that for so long I should just try to look that up at this point.
Pretty sure it was the game Alundra that had me stuck for a long time trying to figure out how to depress one thing before the gate closed from pressing the other thing. I was some 30 hours into the game too... just... I dunno. I think I ended up giving up and booting up Star Ocean 2. My PlayStation ran until it broke... I still had to get a new one, since the PS2 still wasn't out by that point. :derpe:
Dude, like anything from Pokemon or Mimecraft. Unofficial online guides are like half of those games.
The only game I can think of right now is... Earthworm Jim's water level. There's a part in it where you have to get in a glass submarine sorta thing, and you have a minute and a half to go around a gigantic course. And it's pretty damn impossible to do in the ammount of time your'e given. Turns out the only way you can do it is by finding a secret hidden air refill midway through the level. However, it's hidden behind a wall. A wall which looks like absolutely any other wall. However, you can go straight through this one. So unless you use the guide, you end up smashing your glass submarine against every rock wall you can in an attemt to find a part which you can go straight through. The problem with this part being that glass smashes, and if you crash too many times, you'll smash the submarine and die. That level is horrible.
The side missions in Namco's Tales series are always a nightmare. You spend a good twenty hours on a playthrough, only to find out that the title/item/dungeon that you want to get is impossible to obtain because you missed some little thing in the first hour of play.
It's kind of a habit of mine. I like to make the same thread on a bunch of forums to see the different replies I get.
Definitely Metroid Prime. I recall backtracking way too much there, even for what it was supposed to be. Role-Playing games also can have this element, but for them it isn't always just bad design; often, this a conscious choice to change the way the game is played, making the game possible if you haven't tested out possible methods (for accomplishing whatever you want to accomplish) but much easier if you do.
Sonic Lost World for the 3DS, Frozen Factory Act 3. The FRICKIN snowball that would freeze you when it hit you took me forever to think how to kill it.
He's an obnoxious **** playthrougher. "Many critics have claimed that DSP is completely unobservant in some situations and often ignore simple facts about the gameplay"