That's the main loop of the game,
the story quests just guide you through the game unlocking more features as you go.
Not exact matches
You could
just do the main
story, focusing on main
story quests and skipping all the optional stuff.
If you've been on the fence or
just don't think it will work for you, let these inspiring
stories keep you on the
quest.
The
story is poor, and the ending to the main
quest just bad.
No
story or characters to care about and all the
quests are
just fetch
quests.
The main
story is
just boring full of uninteresting characters but the side
quest lines save the game from being a utter snore-fest.
The
quests are fun and the
story from Xenoblade
just blows you away.
All of the side
quests are very well done and while some are
just the average go here and retrieve this the majority of the
quests feel fresh and have their own back
story that adds to the game.
Sadly, for those players who haven't heard of this DLC or who haven't gotten that far in the
story, you're on the clock with this one... This
quest expires on February 8 and it's not clear if it will ever be offered again, so
just a heads up.
And that's where the film becomes something more, because in the
story Layton finds this
quest for more than
just OK.
His
story is about more than
just his attempts to get people to accept him as a her; his
quest for identity and his lost family is played out against the backdrop of the early years of the Troubles, as his friends get more and more involved in IRA factions while he does his best to keep from getting involved in things that are too «serious.»
Before getting into how spectacular the action sequences truly are (and trust me, they save the blockbuster from plundering to the bottom of the ocean), it must be said that Oscar - nominated Kon - Tiki directors Joachim Ronning and Espen Sandberg have no idea whose
story the movie should actually belong to, starting out as Henry Turner's (Brenton Thwaites)
quest to free his cursed father at sea Will Turner (Orlando Bloom in a glorified cameo along with Keira Knightley as his partner Elizabeth Swann) to locate the Trident of Poseidon subsequently lifting that curse, and while the ultimate goal of the movie for all characters is finding said artifact for different reasons, by the end it's hard to fault the audience if they have forgotten all about that plot element and are
just living in the moment of Jack Sparrow and company battling an army of decomposing, undead ghost pirates led by Captain Salazar.
Generations strips out a lot of
story and circumstance from the main game in favor of adding tons of new weapons,
quests, armor sets, and
just about everything else.
Is
Stories We Tell
just Polley's
quest for her own identity?
It starts as an intriguing enough mystery, evolves into a suitable second - act
quest; however, some third - act «twists»
just derail whatever narrative momentum the
story manages to build, and muddles both the mythology and character relationships developed up to that point, leaving us with an awkward ending that doesn't feel much like an ending so much as a chapter break.
The game developed by Crate Entertainment doesn't
just stop at bringing a classic ARPG experience in the current age, but it also enriches it with lots of content, mountains of loot, a gritty
story filled with varied
quests and choices that will influence its outcome; there's also a very interesting growth system which allows players to mix classes together.
Across the original radio broadcast's hour - long running time, reporter Anya Bourg managed to not only tell the compelling
story of Carl King's years - long
quest for justice for his wrongly imprisoned friend, Colin Warner, but also pull us into the lives of these individuals, sketching in personalities with
just enough detail for us to feel like we have a sense of who they are as people.
Unchained Blades is a challenging adventure that requires a methodical and patient attitude towards progression, a good thing as the amount of time you'll put in completing the main
story and the secondary
quests just about suits the $ 30 price tag.
It's
just the newest chapter in humanity's
quest to improve the way we tell
stories.
Photographer Pete Thorne does
just that in his aptly titled project «Old Faithful,» leading him on a
quest to tell the
stories of the most charming geriatric pups he can find.
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.
The structure of the
story also made me feel like I was
just following
quest markers at the beginning.
I'm at the final
story mission,
just doing some side
quests that I mostly ignored in the original playthrough.
I mean that's one of the biggest downsides with that game along with it's questionable gameplay and along with the really terrible main
story I absolutely hated what they did with the main
quest but I absolutely love the side
quest of
just randomly going town to town beating a bad guy for the citizens.
Despite the simple combat, the heavily evident grind, the lack of a true overworld, absence of real exploration, and the extremely limited shop options (there's
just one that rotates stock) and side
quests, the
story held on to me for several hours.
There are no right or wrong answers since the
story moves along
just fine no matter what you say — you're allowed to use random symbols and the English alphabet, proving that the game doesn't really care as long as you keep on with the main
quest.
These are fun at first, but
just like the missions in Laegrinna's
story line, the
quests soon become repetitive and boring.
Whilst the powers allowed players to have some fun, ultimately, we were disappointed by
just how brief the experience was, how very few meaningful side
quests actually existed and how poorly the
story was handled, in particular the good vs evil mechanic and the development of other supporting characters.
No
story as to why this is happening no
questing just simple grab and play.
I
just hope that, in the never - ending
quest for technical excellence and untold amounts of «achievements», games designers don't jettison the art of telling a
story.
This may
just be a guess, but around the point Pokemon became this huge hit in the late 90's and pretty much owned the turn based strategy genre, spawning dozens of hashed out clones, that could be contributed to why turn - based RPG's started to lose their muster a bit in the last generation and why Square Enix has been so fixated on trying to develop new and interesting combat systems with their latest installments, rather than focusing on what they used to do so well, which was create unique, yet cohesive,
quest based
stories with endearing characters and gameplay that favors using your mind over your thumbs.
There is so many side
quests and mini-games to do in the open world that as soon as you are let loose you can spend hours
just getting lost in all of that stuff without even touching the
story.
It would be fine if I was
just starting out, but being a higher level now means that enemies are also pretty strong (in
story quests, etc.), so I kind of need some tricks up my mage - robe sleeves.
The size isn't overwhelming yet it's
just big enough to immerse you into the game while playing the
story and it's side
quests if you choose.
With all that said, the
story of Wander's doomed
quest to save his lifeless love Mono, the unspoken bond between Wander and his horse Agro, and the dark, misguided
quest to fell this wonderful world's statuesque colossi is still
just as sharp 12 years on.
Developed by Team NINJA, the main
story of Ninja Gaiden 3: Razor's Edge revolves around the stealthy ninja Ryu Hayabusa and his
quest to lift a curse from his body before it murders him (I feel Ryu should
just ignore his
quest and use some Gold Bond and he will feel better in a jiffy).
And chances are, that
quest marker is
just going to send you on an aimless trip all over the surface fetching items for short
stories packing as much meaning as a weekly drunk text from my dad.
The
story was lackluster, the good / evil mechanic was hardly embellished upon, the game world felt uninspired and hollow, supporting cast were almost neglected for the most part and the complete lack of meaningful side
quests meant that Second Son was
just a shadow of what it could have been.
The combat is pretty standard, the
quests are
just like all the
quests ever coded and the
story - line is uninspired.
So without a compelling narrative to dress things up, it soon becomes painfully clear that the campaign is
just a long string of fetch
quests — usually to the opposite side of the map, and usually for the slimmest of
story advancements.
The
Story mode does do one weird thing, where some narrative portions are rendered with in - game graphics but then suddenly switch to a slideshow of the anime with voice - over, going so far as to even include a side
quest that is literally
just watching a slideshow.
The
story was
just the right length too, and even once that was finished, players could still explore the town to go on plenty of side
quests while collecting Chinpokomon and continuing on your
quest to become cool.
You can also
just unlock your new elite specs provided you have enough hero points saved up and assign skills while waiting for the rest to download before starting the
story quest.
And this is almost exactly what Mount & Blade: Warband gives you, the ability to either follow a
story path, pick up side
quests or
just head in a completely opposite direction and claim success on your own turf.
I feel as if speeding through
just the main
story missions would cause someone to miss out on crucial parts of the overall narrative if the side
quests were to be skipped.
God of War is also quite long; focusing on
just the
story will take you around 15 hours, and then there are loads of side
quests to complete as well as collectables.
The
story is the best and most gripping part of it all, the side
quests aren't
just fetch and grab, they make all the characters feel like they gave importance then in the main
story they
just kill them off making the sorrow of the characters dying even worse if you do the side
quests.
It's a credit to Sidebar Games that the side
quests are
just as engaging as the main
story and it's fun to get to know the characters, particularly with the humourous writing.
While there was a
story attached to the game, you were free to explore this world, do side
quests or even
just mess around with the residents of Liberty City and get in trouble with the police.
If you
just want to complete the campaign, the games gives you more than enough time to complete every
story quest, however, the same can't be said about side -
story missions with other characters.