A lot of the side quests are pointless and don't seem to benefit you all.
A lot of side quests will be in areas that initially seem inaccessible, but you're likely to come across the necessary keycard or next step as you progress through the plot.
I did
a lot of side quests to upgrade my character, but with a purpose, focused on getting the stats necessary to overcome the endeavours I knew I would face on the main storyline.
Repetition —
A lot of the side quests are the exact same thing but for a new person.
As mentioned above,
a lot of the side quests feel extremely generic, and essentially the game feels like it's the definition of «Open World by - the - numbers».
As with any open - world game or sprawling RPG, Final Fantasy XV has
a lot of side quests to do.
But there are
a lot of side quests and extra stuff.
Stopping Dhoulmagus is your top priority, but there's much to see and do on your journey, including
lots of side quests to complete, towns to wander around and treasures to track down.
Not exact matches
On top
of that, the use
of a hub world is better integrated this time, there are vital
side -
quests that will enable you to advance through the main story and a whole
lot of collectable items in each area.
i played it for like 10 days straight with a playtime
of 70h I was so excited about this game and in the end i had a
lot of fun this 10 days, while i finished all the
side quest brotherhood.
There is an extensive preview
of Metal Gear Solid V: The Phantom Pain in the latest issue
of OPM and OXM (a whooping 16 page feature) with
lot of new details on start
of the game, loadout screen, Snake's buddies, new emeny called «Skulls», Missions,
Side -
quests and many other thing.
It also makes tracking down some
of the
side quests and secrets a
lot harder than in other games.
There's a ton
of side quests and
lots of customisation options to help with your characters in order for them become the masters on the battlefield.
I like XenoX's story, but a
lot of the meat
of it was through
side quests which many people didn't play.
- characters are drawn in the main screen in a super-deformed style - features a
lot of fan - service - play as Eduard, an innkeeper
of an inn who doesn't have a
lot of customers - stumble into a cave while looking for crystals and meet a girl who has amnesia - this girl also has six sisters who unlock each other's memories as you come across them - your subordinate at the inn gets the idea to put all
of the girls into maid uniforms - the girls transform into battle - appropriate clothing during the battle sequences - strategy / action - RPG hybrid - unlimited movement within a circle around the character's starting point - combo system - when attacking weaker enemies, you knock them back in a fashion that takes out others and builds up a combo - extra turn awarded if you manage to take out 10 or more enemies in one swing - enemies do respawn their weak helpers at a hit point cost to them - right
side of the screen shows a time bar so you know which friend or foe will attack nex - male character you play as is more
of a support role in battle - he'll provide a
lot of your stat buffs - events for each
of the maidens that give them a chance to level up and unlock new abilities in each battle - possible 18
quests - each
of the girls has their own quirks
I would say my biggest issue
of two issues I have is that doing
side quests was a
lot more
of a hassle than it really needed to be.
I've heard a
lot of complaints that the
side quests are really repetitive.
Magalan, as a world is huge, and has endless main and
side quests, meaning you will be doing a
lot of walking.
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 spent a
lot of my time with God
of War doing
side quests, and I didn't dislike any
of it.
This sets up a great story premise for exploration, as what you need to do for each planet varies, and you will generally spend a
lot of time driving around getting distracted by abundant
side quests that exist on top
of the story - linked ones.
Even the tribes didn't know why they were fighting, but if you played enough
of that
side quest stuff, you'd get a
lot of back story on the events that led to where the human race was.
But while it may not be a particularly real feeling place to inhabit, Amalur does at least contain a hell
of a
lot of side -
quests to complete.
Best
of all, while there isn't a
lot of side -
quests in the game, many
of them have stories that also tie into the main narrative, providing extra details and backstory that can influence the choices you make during the story.
There's some strategy in picking out the best route around the board and deciding whether it's worth aiming to complete a
side -
quest or support
quest, but the Investigation decks hold a
lot of sway over who wins and who doesn't, as do the Foul Fate and Good Fortune cards.
While venturing off the path does usually reward you with a few
of Darksider's loot chests, which are definitely more than worth the effort
of finding, there's no a whole
lot hiding out there to discover that's not related to a
side -
quest or the story itself.
Following
side quests takes up a
lot of the games time, as well as there being four areas that require a
lot of time to explore and are ripe for exploration.
The story promises many mysteries and the gameplay takes a
lot of design aspects from popular RPGs, with branching skills and
side quests.
Clearly what happened is that in testing, a
lot of players gave up there, so rather than making the fortress optional (which would have made perfect sense, since there's an entire other mini-dungeon that you unlock by getting through there - an excellent reward for a
side -
quest), they decided to just make the Hookshot act as a cheat code, letting everyone beat the level at the expense
of letting anyone actually enjoy it.
However the main crux
of all the games are the various missions and
side quests that is quite a
lot if you force yourself to do all.
Unfortunately, you'll have to spend a
lot of time traversing some very monotonous desert to find some
of the game's more interesting
side quests (pyramids, hidden tombs and so forth).
Apart from the main
quest, there are a
lot of side missions to complete and although optional are worth doing to learn more about the town
of Union.
Ludger's bubbly banker friend Nova can withhold permission to access certain areas until Ludger reaches certain monetary thresholds, meaning that you'll spend a
lot of your time working your way through the game's robust and fairly fun
side -
quest system.
But this is the truth when it comes to Murdered: Soul Suspect, the
side -
quests are what made me plough through the game and I actually enjoyed a
lot of them.
After you've finished bonding with your selected characters and doing the
side quests, you set off to explore the Old Schoolhouse, which is where a
lot of leveling up and exploration can be done.
Main storyline is where most
of the big rewards are but completing the
side quests will grants you
lots of experience!
You'll get sent on a
lot of different missions, either purely as
side endeavors or in order to satisfy a person and convince them to give you the next piece
of the main
quest line.
Still a
lot of different
side quests / missions to keep you occupied within the city when you are not doing the campaign or just want a break from it like for example if you take out what is called the D.U.P Mobile Command spread across the city you will get new
side missions, blast shards show up on the map and you get new respawn points.
While we know that a
lot of time and hard work has gone into developing this game, and when Game Director, Hajime Tabata, was asked how the game's map compares to others, he responded that Final Fantasy XV map is very hard to compare to other games as it will take over 100
of hours to complete
side quests along with the main missions.
But when it came to writing the more group - focused content, the
side quests and big group storytelling moments like the Flashpoints, there was a
lot to learn in terms
of how do you generate moments that are going to be interesting for a group
of people to play through?
Co-op is a nice idea but there's not a whole
lot to do, there's co-op missions yes but they don't have any impact on the main game and are generic
side quests that have you going to x location the destroy x amounts
of data then escape.
There are main
quests and
side quests, doing the latter gives you a
lot of XP and gil and also makes you explore the map.
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.
Speaking from a strictly quantitative perspective, Citizens
of Earth provides a
lot of value — I clocked in a surprising (due to the small scale
of the game's development) 40 hours while trying to avoid the
side quests.
I also found certain optional
side quests a bit cumbersome to carry out —
lots of traveling back and forth through time, leaping between realities.
The game's main story and
side quests are split into several linear chapters, with a curious emphasis on lunar cycles and time limits which may or may not put off a
lot of players.
With Berseria lasting a cool fifty hours, and that's me giving up on
side -
quests part way through, there's a whole
lot of value for money in this game, and additional run with triple experience can't hurt.
School life is just as important as magic however; a
lot of time will be spent meeting and befriending the varied cast
of characters, taking on
quests, awkward attempts at dating and a host
of side activities.»
Whether it's updates about the world at large, or locations
of side quests, there's a
lot to be heard.
Two and three were highpoints in the series, though five offers a
lot if you take on some
of the
side quests that offer skill points as rewards.