Conversely, when he says «maybe we should explore,» he's hinting that now would be a good time to
do some sidequests.
- I realize that I do not have to
do the sidequests or anything, but the game really encourages the player to do all of them by locking certain weapons and story bits behind them (and having some of the better sequences involved, too).
Anytime I slowed down and
did sidequests, challenge missions and treasure hunts in between story missions, I found I was having a much better time.
They're especially frustrating when you're
doing sidequests and have to warp all over the map.
Although none of those rumors were true, many early Final Fantasy VII players didn't realize that you can actually get a piece of materia that allows you to breathe underwater, by
doing a sidequest for an NPC in Kalm.
Not exact matches
The most detail - involving storyline in any RPG I have met... one of few RPGs that reward you accordingly for everything you
do, such as looking for
sidequests or developing all your characters [eg you can use up to 12 out of the maximum 14 during the final battle.]
Interesting
sidequests to
do
It's covered in
sidequests and collectables, and if you
do more side activities and complete more of the game, you'll get a better ending.
Few story missions and
sidequests are content with letting you
do something once.
The main story isn't that long but the game
does offer
sidequests.
If you're looking for
sidequest guidance there's a list below, but in general, tick off everything on the east side of the map (the Sacred Lands) before pushing into Carja Territories, and then
do another sweep for the remainder of the map before proceeding through Deep Secrets of the Earth.
Despite having an open world and feeling like it is a big budget game from Japan, the game falls short on the technical front and the design of the open world
does little to help with its repetitive nature of missions and
sidequests.
Here we list everything you need to
do, guide you through some of the trickier
sidequests, point you at the best weapons and armour, maps showing where to pick up all the collectables, and more.
Note that you can
do this even before
doing the Team Rainbow Rocket
sidequest.
-
Sidequests that are actually worth
doing.
Similar to Suikoden, each citizen that you get to recruit will have a special part in your kingdom and some will require you to
do certain
sidequests.
Not only
do they offer far more substance than
sidequests found in most other games, some of them are very unique in how they are carried out.
No matter how many times we've beaten it,
done all the
sidequests, or maybe even gotten that Platinum trophy, there's just something satisfying about a world, a character, a battle, or something you can't quite put your finger on that keeps you coming back.
It sometimes feels like
doing the peripheral
sidequests for a more robust RPG that never appears.
I don't see how
sidequests and other optional content make the game any less «artistic,» or why they can't have any meaning.
In the original, I had to spend a while killing unicorns before I could reach level 20, and with Thongs of Virtue, it seems like just
doing all the
sidequests is more than enough to bring DeathSpank to max.
That means they never
did Hestu's
sidequest, and still have the minimum number of weapon slots.
but you don't get the same enjoyment as others would, because you are rushing the story and obvious fun
sidequests and stuff.
Lightning will pretty much be asked to
do simple things like finding someone, collecting a certain item or defeating an enemy — that's how
sidequests pretty much are in this game.
First, off you can't leave the town, so there is no exploration, secondly, every freaking creature on earth attacks you at night, and lastly the
sidequests aren't even worth
doing, considering their minimal reward.
It's a fun and challenging addition to the franchise and gives further reason to
do some of the
sidequests for more skill points or additional levels to help in surviving all the waves.
Some people get anxious playing games with lots of
sidequests like Dragon Age, or don't have the twitch reflexes for Dark Souls, or any number of potential individual stressors.
Experience is earned through battle and by completing side - quests, which means that anyone who
does a few
sidequests along the way should have little difficulty in clearing the game's main story.
Our silent protagonist begins the journey
doing day - to - day tasks, herding goats, conversing with the townspeople and helping out in tiny
sidequests.
You
do laps around the island for hours, picking up incidental
sidequests from the flawed populace holding on to their lives in musty townships like Balmora and Vivec City.
Exit a couple of menus, and you'll find the Manhattan open world from Lego Marvel returns with new
sidequests to
do, as well as a near full - size replica of Asgard, and several other locations linked to the movies.
- Lastly, how long will it last?Does it have goods
sidequests (like DX: HR
did) and not just fetch quests?
The idea is, these weapons have to be unlocked by
doing a slew of
sidequests with a royal soldier or something to earn a family heirloom that is a legendary weapon forged by a piece of a meteor by a historic blacksmith sais to have worked woth the royalty many generations ago.
I proceeded to
do something like 10 hours of
sidequests, since I adored the game and didn't want it to end, but there it was.
Interesting
sidequests to
do
If you are looking for more action after completing the story mode, which takes approximately 10 hours to complete, theirs is certainly a lot to
do in terms of
sidequests and exploration.
A lot of the story quests share area but
do not overlap that much, the issue is all the NPC enemies on the way there and the
sidequests, you have to grind through those with each class.
The Witcher 3 showed that
sidequests can be rich, self - contained short stories that don't feel like filler.
Aside from the Main plot and its offshoot
sidequests, you can find other side quests, witcher contracts and treasure hunts that don't have much impact on the overall narrative.
A lot of the dialogue - whether it be in
sidequests, mainline stuff, or simple NPC interaction - can feel extremely prolonged as they discuss nonsense like what to have for dinner since they're so hungry after exploring (this can literally go on for 5 + minutes and has literally nothing to
do with anything), Vert's obsession with Boutique, the usual banter of which region is better in Gamindustri, and other stuff.
In more recent years, I've put in ungodly hours on Halos 1 and 3 (replaying every mission endlessly, working out master strategies for every last firefight... I'm proud of some of them) and the first Mass Effect (six complete playthroughs, replete with the inane
sidequests, plus a few I didn't finish).
If missions
do come off as too challenging, it may be worth noting that these
sidequests don't take long and are rather easy to complete.
You can go out on your own adventures and explore areas you may not otherwise see until much later in the game, or not at all unless you partake in some of the many
sidequests and monster hunts found throughout the towns, but
doing so too early may be nothing more than a death sentence in terms of the strength the enemies are going to display when you engage with them.
Valiant is a recent project which doesn't even have a trailer or official artwork (although there was a playable demo on Void's booth, developed in a whopping 42 days) with an interesting premise: an open world, 2 - player cooperative RPG set in a vast land with a very complex morality system, ranging not only from your dialogue actions or how violent you act in missions, but even if you initially ignore the plea for help from a
sidequest - giving NPC.
There are numerous stars and levels that the player
does not have to complete to beat the game, but still exist close enough to the normal game pathway to qualify as regular game pieces and not optional
sidequests.
Final Fantasy IX has systems with interlocking reward mechanisms that allow you to complete the main game and get pointless reach rewards OR explore numerous
sidequests that are not achievable without mastering the systems, and it contextualizes most of what you
do and most of the locations you discover with thoughtful artistic sincerity.
A significant number of dungeons and challenges open up post game (again, furthering the narrative that Final Fantasy XV had a ton of content but no idea what to
do with it), but, more importantly, after it's over you have the option of reverting to a previous save and mopping up all of those
sidequests (you can actually
do this at almost any point, through a plot contrivance, but it only felt appropriate after I concluded Final Fantasy XV's story).
Every few weeks, she'll spend an hour with Stardew Valley,
do a bit of crop work, talk to some people and maybe work on a
sidequest.
From game - changing
sidequests like in Lunar 2: Eternal Blue, taking a moment to fish in Breath of Fire, engaging in Iron Chef - like cooking contests in Suikoden II, or
doing some chocobo racing in Final Fantasy VII, many memorable moments are born out of the things players
do when not tackling the main story.
The inclusion of several
sidequests that can be completed in or around areas that are linked to the story is fantastic, as I personally am not someone who will go out of his way to
do the extras.