Despite being a staple in most RPGs, our quest through Alola really marked the first time in Pokémon where several NPCs gave
us little side quests that spawned rewards if completed.
I found
the little side quests quite good and add variety, altough I did struggle with some of the games you cantake part in.
There are some wonderful
little side quests that distract you from time to time as well.
For every new zelda release — I actually cancel everything in my social life, take a week long holiday from work and just game for a full week — spending time to do
every little side quest.
The game is absolutely huge and to get through
every little side quest would take you well over 50 hours of gameplay.
Not exact matches
There are some
little details I wish they added to help bring the world to life like more NPC conversations or
Side Quests or descriptions in the Overworld but at this price it's a no brainer.
This is an un-pretentious
little role playing game that doesn't try to be anything more than it is, and as a
side -
quest to a larger RPG universe, it succeeds.
That being said, the best battle on paper is a real let - down and the
side quests can drag on a
little.
Unfortunately, most of the
side quests in the packs are nothing more than your run - of - the - mill fetch
quests with very
little depth.
There will be
side quests, as well, and possibly other surprises that will come to light later a
little later.
If I were to describe my 70 hours with Xenoblade X in one word, it would be â $ boredom.â $ The main story did
little to get me invested, the
side quests were repetitive at best, and the combat was a painfully monotonous slog even with the advanced classes unlocked.
Richard's main complaint seems to be in the fact that the
quests have very
little variety, even between story missions and
side missions.
Far Cry 5 has probably the best mission structure and objectives in the entire series and you really feel like you can breathe a
little removed from the massively overblown objective lists of other similar games; not every
side -
quest hits the mark (Fishing, anyone?)
I disagree, motion controls were the least of the game's problems, it had other, far more glaring issues with its design, such as the backpedalling from the open world in Wind Waker to a more linear, directed experience, with a bloated main
quest and
little side content.
In the first game
side -
quests were generally just fetch -
quests with no story to them or reason for what you were doing: you just went and did stuff because that's what the static
little box of text told you to do.
Despite my complaints regarding how
little effort seems to have gone into creating
little side - narratives and gameplay designs, I did find myself completing almost all of the
side -
quests, with Riddler's being a notable exception thanks to the final step being to solve every single damn riddle in the city.
It's a shame then that Hogwarts has
little to actually do considering it's vast size, while there are clubs to partake in (Potions, Flying and Duelling) there are few secrets to uncover and no
side quests to venture forth upon.
In the older versions of the game, it was possible to achieve up to 107 % on the missions as you can accidentally kill off certain people or complete a
side mission which has a character dying before completing another
quest which involves them, so they offer a
little wiggle - room.
We've just pushed out B16, which includes a ton of cool improvements and additions, including 2 new
side quests, a
little more environmental variation in the early areas, a couple... Read more
asks a
little much of us — this game's equivalent of Meta Knightmare and Dededetour, whereas those
side - adventures starred Kirby's arch-rivals undertaking their own singular
quests, Guest Star expects completionists to play through an abridged hour - long version of the main game with every single ally.
There's only one
side -
quest that would have ended badly for anyone, and that's the one that tasks you with flying out a
little ways and finding a guy's sister who's loftwing is hurt and needs medicine, but even then you'd just assume that someone would have found her eventually.
There is certainly a lot to do in Far Cry 5 and while a few of the objective based
side quests can be a
little grindy, for the most part the main missions and
side quests overall offer some brilliant action and tense moments that certainly got my adrenaline pumping while playing.
I often found the NPC AI a
little on the dumb
side when taking part in tougher
quests.
That said, there is a
little tweak that gave you a notification once you've completed a
side quest, which is an improvement to how it was handled in the first one.
There's even a small selection of
side -
quests on offer, and while the rewards for completing them aren't all that interesting they're worth doing simply because they add a
little more detail to the story, as do collectible confessions found floating around the world.
Lack of content is a criticism that can never be thrown at XenoVerse 2; in fact, it's a
little overwhelming with all the
side quests.
The first are the completely forgettable
side quests mentioned above that do
little to make the world feel like alive.
The
quest areas also differ
little in terms of challenge, resulting in a massively unbalanced difficulty curve between main and
side quests.
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.
But in my ravenous greed for a new Zelda title I devoured it too quickly, beating the majority of the game (minus some tedious
side -
quests) in a
little over 20 hours.
If you're willing to make the commitment you will be rewarded in the end, and while it can be a
little irritating it does add much more content to the game if you do take on the
side quests.
«There are some
side quests where you can get treasures and emblems that give you a
little more context of the region and the history of The Eleven Kings.
Included in this
little package is all 3 original DLC releases; Dawnguard & Dragonborn, which offer their own lengthy storied campaigns and
side missions along with Hearthfire which allows you to build your own house with a plethora of customizable options (along with some tiny
quests).
This is backed up by all sorts of
little touches, too, like an optional
side quests where you can participate (for a surprisingly long time!)
The main story can easily be finished within 4 - 6 hours as myself clocked in at a
little over 4 hours but that doesn't include all the
side missions and
side quests I left in the dust.
You can teleport to the hollow world and tackle those
quests, you can take on and clear floors in the main dungeon, you can take special
side mission requests (in both the dungeon AND the hollow world), you can help out other players who email you when they get into trouble, you can buy, sell and craft weapons, you can pick partners and even foster a
little romance with them and, of course, you can do plenty of that sweet, sweet level grinding.
I personally thought the open world was completely empty and shallow with
little to no interesting
side quests to supplement it.
The story mode itself should run you no more than 12 hours, but if you decide to play the
side -
quests and grind a
little you'll find yourself hitting over 20 hours.
It's one of the best looking next - gen titles to date, but the campaign has
little variation in story and
side quests, and secondary character development was seemingly saved for — again, what a surprise — DLC.
One
little issue I had in the Bay Area was not being able to turn around did make this feel harder to use, but there is a lot of interesting
side quests to go back after the initial story is done and master.
While the story in Mafia II was very much on rails, taking players along a tight storyline leaving exploration around Empire Bay almost non-existent, Hangar 13 have change things up a
little in Mafia III with more of an open - world experience while filling more of the map up with
side quests and optional activities.
Sure it does feel a
little daunting at first but as this is an open - world JRPG, it's quite a living breathing world with plenty of NPC's to meet,
side quests, collectibles to find and mini-games to keep you thoroughly entrenched.
These
side quests play a
little different compared to the main story.
There are also
little «
side quests» where Moonchild goes into the dream world to solve those puzzles as well, as each dream world level is a unique puzzle in itself.
It has been said that Yakuza 0 comes up a
little short on the combat, being not quite up to par with the Batman Arkham series, but the game makes for it with a potent plot, silly
side quests, and dizzying distractions.
While the conversations you have sometimes give you the options for
side quests, often the conversational options have
little or no impact on the game; you may be required to go through each option before the conversation is done, or the conversation may give you a
little more information that will make no difference in how the game plays out.
It never really gets challenging on the main path, but
side quests and dungeons offer something beyond the visual showcase with more challenging foes for those looking to get a
little more out of what the system offers, because while fights with late - game bosses can be more challenging, Final Fantasy XV is a fairly easy game to bulldoze your way through as long as you're adequately leveled.
Enter Golf Story, a refreshing
little eShop gem that blends golfing with traditional genre mechanics, such as stat - building and
side quests.
The
side missions were a bit of a mixed bag; whilst some would offer an enriched
little narrative of their own that actually had you invested in what you were doing, others were simply fetch
quests or basic assassinations with very
little on offer to motivate you to complete them.
I found myself with
little inclination to explore or engage in
side quests, particularly since most of the loot I collected seemed to have very
little impact on my performance.