Guide Dang It/Video Games/Adventure Game: Difference between revisions

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(Import from TV Tropes TVT:GuideDangIt.Adventure 2012-07-01, editor history TVTH:GuideDangIt.Adventure, CC-BY-SA 3.0 Unported license)
 
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** Isn't the circuitous, nonsensical, and oftentimes entirely irrelevant shenanigans your average [[Title Drop|bureaucracy]] tends to put one through the entire point of the game?
* ''[[Broken Sword (Video Game)|Broken Sword]]: Shadow of the Templars'' has the infamous goat puzzle. At one point in the game you reach a screen with a goat tied to a stake in the ground, where you can do three things: go back, approach an old rusty plough or go to the entrance to the next screen. When you try the latter two options, you get butted by the goat, preventing you from progressing in the game. The solution is to click on the entrance to the next screen, then when you get hit by the goat and the player character is getting back onto his feet, click on the plough. George will ''jump up and run towards it'' and move it in such a way that when the goat tries to attack him again, its chain gets stuck on the plough. The game in no way indicates that you can actually do this.
** ''[[Broken Sword (Video Game)|Broken Sword]] II: The Smoking Mirror'' has the boar puzzle. Not sure what it was with this series and troublesome animals. Late in the game you can only get to a certain path on an island by shooting a pig with a dart, which then charges you. If you grab a branch at just the right moment, then you can jump out of the way; the pig will charge through the undergrowth and open a new path — the one you'll need later to find your way off the island easily. If you don't, then he just knocks you down. You get up, dust yourself off and life goes on. If you'd grabbed the branch, you could go straight down the new path to your intended destination. If not, you have to [[http://www.gameboomers.com/wtcheats/pcBb/Broken<!-- 20Sword20II%20Sword%20II/plateau.htm navigate the jungle yourself]]. You do this with directions that you are not told through three similar screens with six exits each that repeat whether you're lost or on the right track. There is no indication that you're making any progress or that you can progress, and one wrong path means starting again on the journey you don't even know you're on. Some players thought that the game was UnwinnableByDesign[[Unwinnable By Design]] at this point and restarted. -->
* ''8 Eyes''. Like ''[[Castlevania|Simon's Quest]]'', [[It Got Worse|but worse]]. It doesn't have the invisible stairs and pitfalls, breakable walls, unintuitive items or nonlinearity, but makes up for it with the [[Power Copying]] swords that give you no clues to the correct order, the [[Magical Mystery Doors]] of Germany, the unintuitive stage layout of Africa, and most significantly, the final logic puzzle that you can only legitimately solve using a series of clues from earlier stages... that are hidden in random unmarked bricks. You can't return to the stages, either.
** Wrong. The manual gives you almost all the information you need. It tells you your first sword is only good against a boss "near France". This could be Italy, Germany or Spain. You do need to trial and error those, but it's not hard. After that? The order of the levels is handed to you on a silver platter. When you beat the boss, "you have earned a more powerful sword." There is a picture of said sword. The COLOR of the sword corresponds to the jewel held by the next boss! After beating the first boss, you get a red sword. Who has a red gem? Egypt! What level comes next? Egypt! As for the hidden clue scrolls, the manual tells you they exist, that you MUST collect them, and that they are hidden. It then goes on to list a half dozen more items that are hidden, and explicitly telling you "Use your sword, Cutrus, or the boomerang to find items hidden in the walls." [[Read the Freaking Manual]].