The world map itself also features a number of unique discoveries waiting to be made, and very much
rewards player exploration.
The finishing touch is a world with countless secrets hidden in places like Cauldrons and other places off the beaten path that
reward player exploration.
Slowly giving access to these various weapons, and removing their durability limit or at least introducing some way to regularly repair them, would have kept the game balanced but also
rewarded player exploration in a much more permanent and thrilling fashion.
The finishing touch is a world with countless secrets hidden in places like Cauldrons and other places off the beaten path that
reward player exploration.
Not exact matches
Cosmic Star Heroine has nailed the
exploration aspect and
rewards the
player who tend to venture further from their main quest.
As an open - world game,
exploration is encouraged, and treading off the beaten path will likely lead you to valuable
rewards or interesting content that
players dead - set on the main storyline will likely miss.
Players will be
rewarded for their knowledge of each character's psychological vulnerabilities and immunities, as well as their preparations made during prior
exploration and investigation.
As an open - world game,
exploration is encouraged, and treading off the beaten path will likely lead you to valuable
rewards or interesting content that
players dead - set on the main storyline will likely miss.
Speaking of the early games, longtime fans know darn well that the first two Metroid games did not provide
players with a map, which made
exploration feel that much more challenging and
rewarding.
Some general balancing has been done, most importantly, every
player now starts with 5000 BC, to make the early game more challenging, and
exploration more
rewarding, with valuable space debris having a bigger impact than before.
Rewards:
Players will occasionally earn protean crystals through
exploration of Eureka, and may use them to enhance Eureka weapons and gear with the aid of the famed blacksmith, Gerolt.
Within this JRPG there is a system in which the
player can obtain different djinns be it for story progression, from wild encounters, or as a
reward for
exploration and puzzle sloving.
It's an adaptation of a single -
player franchise, and it carries that legacy forward with a deep world, compelling quests, and
rewarding exploration.
Salt and Sanctuary does a superb job in
rewarding its
players for
exploration, but doesn't pull any punches in punishing them as well.
Exploration feels more like it was for casual
players who just want something to pick at, whereas the more hardcore, dedicated
players can find better challenges and
rewards by playing missions.
Dead Cells provides a fun challenge without being overwhelming, and invites thoroughly
rewards players for their
exploration.