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.
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.
Not exact matches
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.
My main complaint is that there are * soooo * many
sidequests that I feel
like I might need to take a break and play something else, and I am only on Chapter 2.
Sounds
like plans of a little something - something may be in the cooker, not that the game itself won't deliver; with no
sidequests, the The Witcher 2 is said to clock in at around 40 hours.
Story missions can get a little samey as yet another switch breaks, forcing you to find yet another workaround, while what should feel
like an epic assault in the third act is robbed of all urgency by a glut of
sidequests.
It sometimes feels
like doing the peripheral
sidequests for a more robust RPG that never appears.
What has changed, however, is some of the minor elements
like the nature of
sidequests and how characters develop.
The game is more
like an action - RPG than anything else, full with leveling up, experience points, dialogue trees,
sidequests, inventory management, skill acquiring, etc..
, in their atrociously written / acted lines, but you can be off with your
sidequest friends and they're just
like «Yeah, bring back my bag from a super zombified place.
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.
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.
Without ten million
sidequests to complete, the mission was your primary objective, and every target I took down felt
like a big step toward my goal.
Searching for the correct route felt more
like a tricky
sidequest than a mandatory part of the game.
Dandelion's quest line,
like many others in the game, is a hydra: finish off one portion of the mission, and five more
sidequests pop up.
There are also some expected
sidequests,
like collecting all twelve species of insects for the bug - crazed Agitha, collecting 60 poes for Jovani, and as mentioned before, reaching the seven howling stones for further combat upgrades.
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.
- Lastly, how long will it last?Does it have goods
sidequests (
like DX: HR did) and not just fetch quests?
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.
Sidequests and secondary activities in a lot of current open world games feel
like an afterthought by comparison, and I think that's because, in open world games, technology has outpaced design for years.
Tom Senior: I agree with Phil to the extent that I remember enjoying
sidequests and working towards secrets in games
like Final Fantasy VII.
The Witcher 3 showed that
sidequests can be rich, self - contained short stories that don't feel
like filler.
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.
Battle system looks good
like Digimon CS but also
like Digimon CS i bet they phone in the
sidequests and characters development.
Nothing in this game ever bored me I couldn't stop playing; the controls are magnificent, the story is funny and entertaining, the
sidequests are amazing,
like after each chapter playing as Peach sometimes in a quiz show), I love the soundtrack, and hey I love Mario.
In this game there is awesome «paper» graphics, you can finally use the «Paper» element and transform Mario into objects to solve puzzles
like a paper airplane, boat, etc., and there are a bunch ofcrazy
sidequests which even lead to another character!
I headed back to Deviantart for the pictures to this one, because just
like my
sidequests list it's hard to convey a moment with an official icon.
The gameplay was surely ahead of its time, acting more
like an early Xbox 360 title, due to its freedom to explore, crafting system, groundbreaking character interaction and various
sidequests.
But despite the differences, the game still has
sidequests and challenges for you to complete
like in vanilla RDR.
From this author's perspective, games
like The Witcher 3 managed to build a world so rich that its main narrative almost felt seamless when hopping between
sidequests.
These
sidequests are optional, and they feel
like it: They frequently revolve around a remix of already completed missions, and are really meant for players who have completed most of the game's other content and want to prep for World's toughest endgame hunts.