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[PA Comic] Wednesday, March 13, 2013 - Apophenia
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I'm used to the Playstation era of graphics where you walk into an empty room with 3 huge stone blocks with hand grips on them and 3 holes in the wall.
Overthinking the situation in video games can be funny.
You Have to Burn the Rope comes to mind.
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Nope, can hop that gap.
Hang head in shame.
~20 mins of "Well... how the fuck am I supposed to get up there then?!", followed by "Oh for fucks sake... you just jump up there. What a novel idea. God, I'm dumb..."
I feel like Portal or Portal 2 might've done that, but I think it was intentional on the dev's part to screw with you.
...
I just turned my brightness way up because I was getting confused and that tomb is pitch black.
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Anyone remember how Link's Awakening had those dark rooms in dungeons where you could barely see unless you lit torches or cheated by tilting the screen?
Load the game up on the 3DS, and everything is perfectly visible even in the dark. The original Game Boy's screen just sucked, and the game took advantage of that.
That's the sort of thing where it's hard to say the game took advantage of it, because it's not like the screen brightness was defying some sort of better standard. It was adjusted for it, sure, but hardly some stroke of genius move on Nintendo's part. Purely circumstantial.
There's a jump in the Fire Temple in Ocarina of Time that you can make, but it absolutely looks like you can't. To the point where it took me multiple hours' wandering on my first playthrough before I decided to even attempt it. No other makeable jump in the game looks even remotely that far.
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Can I just say that your and Ronaldo's examples caused me no problems whatsoever? 8-)
As for the content of this comic...happens all the time.
Not the Master Quest mode but in the regular game I hit something like this.
I was playing through the Forest Temple for the first time and was having some trouble discerning where to go next. At the time I was taking breaks from the game days at a time and was stuck over a period of weeks. The thing was, I think that I even had a dungeon key but just couldn't find the next locked door. Then I noticed that there was an eye icon above a long hallway and decided to shoot at it, even though I thought that was something I tried earlier. Yeah, felt like an idiot about that one alright!
After all the other tombs where you had to crank the crank with the rooster key and puzzle it out, in this one they put decoys around to get you to trip all over yourself. First they made the room dark so you'd be looking for connections yourself. Then they put the braziers around at different heights that you could light and pull. Then they added the gas which had to be ignited in order for you to be able to pass upwards. To top it all off, they put debris to plug the hole, and situated the hole at the top of the room.
I got stuck trying to figure out how to get the debris to crumble. I knew it'd be easy to jump, but the braziers, the gas and the setting of the room tripped me up, because I thought one was connected to another, since that's the logic which worked in all the previous tombs, and this was the intentional part, The puzzle is to mindfuck you and trip you over the game knowledge you accumulated up until that point.
I shot a grenade at the debris, and it didn't work. Finally, I thought to myself, it can't be that simple, and I shot a fire arrow at the debris and it crumbled. A grenade launcher won't work, but an arrow with a fire tip will. Game designer logic right there, but it worked. It tripped me up for a good five minutes.