Eventually the need to run to a safehouse or a mission all the way on the other side of town becomes tedious, and the high volume of
sidequests only compounds the issue.
Not exact matches
The
only plusses are a healthy amount of
sidequests and a good progression system, in which you earn ability perks from leveling up and defeating enemies multiple times.
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.
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.
With
only four main dungeons, a relatively small overworld, and a handful of
sidequests and mini dungeons, Secret of the Nameless Kingdom can feel disappointingly short once you take away the time you spent aimlessly wandering about for your next objective.
Throw on top of that a satisfying
sidequest structure that keeps on giving, some incredible bosses and those sweet, sweet dungeons and you have a Zelda game so good it is
only topped by one other in my esteem..
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.
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).
Sadly, most of the
sidequests aren't terribly exciting,
only providing a minimal character development or world building pay off.
They're typically smaller than the story planets and the
only reason to bother exploring them are for minerals to upgrade your equipment or to take on
sidequests.
Not
only is the story around 30 hours long, but Yakuza 6, being a Yakuza game, is filled to the bone with a downright insane amount of
sidequests and additional minigames.
Knick - knacks are unrelated to the overall plot of the game and exist
only as a
sidequest, but they offer a glimpse into the everyday life of an NPC that very other games attempt to illustrate.