Empty Room Psych: Difference between revisions

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* ''7 Days A Skeptic'' from the ''[[Chzo Mythos]]''. has a recreation room in the ship, with arcade games, books and an air hockey table and is pretty much the only room that has no relevence to the story besides decoration. [[Ben Croshaw|Yahtzee's]] commentary on the special edition mockingly points this out.
* In ''[[Myst]]'', the temple in Channelwood is completely irrelevant to solving the game. It's just for decoration, and horror, what with the scary masks, the sacrificial altar, and the hologram of Achenar trying to speak the tree-dweller's language.
** Sirrus and Achenar's rooms in the various worlds ''appear'' to e this at first, occasionally containing a hidden Plot Coupon but otherwise seeming to be there purely for flavour, and to give you some insights into their personalities... Insights that end up being crucial to solving the game's final puzzle, and answering the driving question of the whole plot: Which son of Atrus should you help to escape?
** Much of the brothers' rooms are completely irrelevant to the game (rose to skull hologram anyone?). The only things necessary are the pages, and the page scraps.
** ...and offering some insight into the lives of the two brothers, which is very important, since the player has to decide which of the two is telling the truth and should be set free. {{spoiler|And, most importantly, the player must conclude that they're both lying bastards, and [[Take a Third Option]]}}
* ''Inherit the Earth''. Dear god, ''Inherit the Earth''. You spend the better part of the game wandering through a town and finding out in which two houses there is actually something relevant.
* Played to the hilt in ''[[Yume Nikki]]''. This being a game loaded with [[Nightmare Sequence]]s, you can guess [[Nothing Is Scarier|what they're intended to do to the player]].