• HexagonSun@lemmy.world
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    1 year ago

    Yep. And coloured ledges you can grab, sparkling items to collect… I remember in old Monkey Island games there being no way to visually discern what you could or couldn’t interact with, you’d spend so long just trying things to see what worked.

    • 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.

      • HexagonSun@lemmy.world
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        1 year ago

        Yeah, having stuff being obvious is actually incredibly freeing. Without that I waste so much time checking every part of every room, trying to work out which corridor leads to the objective vs which one might have collectibles.

        Knowing I can just play a game, find most stuff, get on with it, and not regret not using a guide is a real gift.

        • Texas_Hangover@lemmy.world
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          1 year ago

          That’s what’s wrong with your generation. You want all of the reward, and none of the work.

          In MY day, we had to LOOK for shit goddamit.