![]() ![]() There is a little combat but you can largely zoom past all the nasty creatures instead of fighting. In this game you are a little mermaid creature who wakes up with no memory and have to explore the underwater world, memories come back as you explore. I’m not sure how the on-screen controls will translate. This one is a suggestion on my part, I played the PC version of this a few years back and really really enjoyed it. Also it’s all Halloween themed right now! ( iTunes.) I played through this before but they’ve added a levels and completeist elements since then. ![]() This is a simple and entertaining point and click animated game. This game is so very charming and sweet, I actually played each level as a sort of bedtime story. I actually played all the way through this and have been trying to forget all the good stuff so I can play it again. ![]() I played the first chapter and decided to keep it for the upcoming long plane ride. What? I know, I have been holding onto this game for a long time. I have not played it yet so I’m just hoping that the on screen controls all make sense. This is a Sega game from Monkey Island creator Ron Gilbert an Double Fine Productions. (Examples of this include early Sierra adventure games (where missing an item can make the game unwinnable) and PSX-era Final Fantasy games (where missing an item might prevent you from getting a character's ultimate weapon).) If developers hadn't done that, I think you would see fewer players going out of their way to explore everywhere and get everything before continuing on.I’ve been saving up a few games on my iPad for our upcoming trip General Easter Eggs / Tricks If you zoom in on water tiles and 'shake' the camera, you can hear the sound of water splashing. Games with weapon durability and no easy way to repair weapons can suffer from this issue as well (SaGa 2's original version, for example maybe some Fire Emblem games? Also artifacts in Daggerfall with magic repair disabled (which is the default).).ĭtgreene: The habit of searching everywhere is, to some degree, the fault of game developers hiding useful (and sometimes critical) items in places that can't be revisited. The problem isn't just restricted to JRPGs Dragon Wars has items of this type, including most types of arrows (you can only buy basic arrows, and except for a certain magical quiver with unlimited ammo, the arrows you find aren't strong enough to justify their rarity). You see this in some Final Fantasy games (2, 3, 4, 7 (attack items), and 6 (why use X-Ethers, of which there are only *3* in the entire game, when you can farm Elixirs, which are strictly better)), and it just makes those items feel pointless. The problem comes in that some games have too many items that fit into the third category. Items that are rare, but not powerful enough to justify their rarity. Items that are rare and powerful and useful in the harder parts of the game.ģ. Items that are common, typically available in unlimited supply.Ģ. The thing is, consumable items you find fall into three categories:ġ. (I find this easiest to handle on a repeat playthrough, as I know what the trouble spots are and when it's worth using an item there, without fear that I'll need it later on.) It's a habit I want to break, but unfortunately, games often don't make the habit worth breaking. (Examples of this include early Sierra adventure games (where missing an item can make the game unwinnable) and PSX-era Final Fantasy games (where missing an item might prevent you from getting a character's ultimate weapon).) If developers hadn't done that, I think you would see fewer players going out of their way to explore everywhere and get everything before continuing on.Ī related issue, and one that bothers me, is the tendency to find all sorts of rare consumables and never use them. The habit of searching everywhere is, to some degree, the fault of game developers hiding useful (and sometimes critical) items in places that can't be revisited. ![]()
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