I recent spent about 3-4 hours unlocking the Handcannon in RE4 and it got me thinking: Why don't more (if not all) games have some sort of items/modes/etc you can unlock when you beat the game? Even something as simple as keeping your weapons and items (such as in Chrono Trigger / Cross) adds at least a reason to play through a game the second time (or 3rd.. or 4th..)
Zelda has how many games now and not ONE has a boss rush mode? And don't get me wrong, I love Zelda, but the bosses are often the highpoint (followed closely by the dungeons).
Now, I'm not saying games need to have a huge amount of extra content, but SOMETHING for beating a game would be nice.
Perhaps do the Tales of Symphonia thing and make you pick and choose (via purchasing bonuses using earned in-game points) what bonuses you want for a new game.
In this thread I wanna know what you guys think and if you agree with me, what you'd like to see in future games in your favourite series.
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Sure, they could also do stuff like 'artifically add more content' but either way, I'm sick of beating a game and then getting nothing. RE4 is the perfect example of game bonuses (without increasing the length in a bad way).
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I enjoy the TOCA Race Driver series (currently on RD3), but I absolutely hate having to unlock content. If I just got the game and I want to race a certain series, then either I need to spend precious hours of my time "working" my way toward unlocking it, or I have to cheat by downloading a 100% complete savegame.
To me, unlocking in a racing game is stupid. If it's in the game I want to be able to race it whenever I want. Not whenever I "earn" it by completing X number of races in other series along the way. If it's a money-based game where you have to earn enough cash to buy something, that's fine. But I don't like it when I'm limited on that either...if I have the cash to buy a major upgrade for my car in a game, I should be able to buy it. I shouldn't have to wait until I beat X number of races in a territory or something (NFS series, I'm looking at you)
Not to mention that the unlocks in RD3 also apply to multiplayer...if you haven't unlocked it in the single player game yet, you can't host a game with it online. Now, you can play it if someone else who's unlocked it is hosting. You just can't be the host if you haven't unlocked it yet.
Screw that. I downloaded a 100% savegame for online play. I started a new profile for single player. That way I can work through the game "for real" at my leisure, which to be honest I've never done because the single player campaign in RD3 is crap and no sane person should ever have to endure it.
I mostly just load up my 100% savegame and play online.
Talios, if you don't like replaying games, that's your problem. I shouldn't have my games limited just so EVERYONE can enjoy it to the max due to their schedule.
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I like the aspect that Chrono Cross had where in order to have every person on your roster, you had to play through the game 3 times in order for it.
And multiple endings are always good for making you go further. Although I hate "bad" endings, like Silent Hill had; start with the regular "normal" ending, and if you do other stuff on top of it more story is explained at the end.
Yet people who don't enjoy unlockables have their games limited just because some people do like unlockables. lets face it, they spent resources making these items, if they werent making unlockables they would either stick the items into the main game, or use those resources to improve the main game in other ways
I can go along with that.
Multiple story paths that differ based on your choices with different endings are a good way to add replay value.
Games that offer the ability to play the primary campaign online with friends are also good. That's how I got into playing NwN online. Even if the official campaign was a bit weak, it was more fun with live people than with the idiot henchmen.
I just hate unlocks.
There's the whole argument of getting everything out of your game. Most of us can't afford to spend 5 hours of our 30 hour game trying to get the golden chocobo. For us, we want access to the fun content as a matter of course. I don't really want to have to spend hours of work trying to get the fun stuff in the game (see also: MC Chris re: Kingdom Hearts and Resident Evil 4). It's probably why I tend more towards action or strategy games these days, less on RPG's or any game that requires heavy 'grinding' of one form or another to get anywhere. If the core gameplay centres not around fun itself, but working so that later on you can get to the fun items / abilities, then that's just not for me anymore.
I don't mind unlockables when they're just additional stuff that you're not really missing out on but give the game a bit more diversity and fun (it's not as if you need the Chicago typewriter to play on hard. That thing actually makes the game too easy in some respects anyway).
Bah, I'm ranting now. /rant
As far as the replay variations go, I think it's sometimes due to style that they don't include a boss rush or whatever, especially in something like Zelda. It'd kind of dilute the grand adventure feel if there was a "rush Ganon" option at the end.
Many are bad though, like unlocking Mewtwo after 20 hours of multiplayer matches. Time based unlocks are as far down on the scale of rubbish unlockables as you can get.
Marvel: Ultimate Alliance and MvC2 Dreamcast made great use of unlockable costumes. Both of them also had ways to cheat to get all the stuff for you lazy bitches.
Fix'd ;-)
The original Perfect Dark is the king of this. Play some single player, unlock some stuff, play some multiplayer, unlock more stuff. You can get all the regular stuff without too too work, but for some of the cheats prepare to spend days getting them all.
I doubt it took them very long to make the handcannon. It's just a damn gun that does a lot of damage. Having the Handcannon accessible in the main game would make it completely retarded and easy and throw the balance of the game off, so either they have unlockable handcannon or no handcannon. It's a toy so you can fuck around after finishing the game once.
One of the neat parts about how that worked is that all of the weapons were accessable from both the single-player and the multiplayer challenges, so you could unlock them all by multiplayer alone. I think the stages and gameplay modes required multiplayer unlocks, though.
If you could get the super weapons on your first play through, it would completely trivialize it. They don't allow you to get those weapons so that you play through the game without cheesing it at least once. I can understand your point about wanting all the content but what they did really makes a kind of sense.
Well, Wind Waker did have an area where you could fight some of the bosses again. It was all in black and white though so fuck that crap.
Nintendo, god bless 'em, is pretty shitty about unlockables or extras.
You got all 120 stars? Nicely done! Here's 100 extra lives.
What for? I did everything.
Hell if I know. You can go not ride Yoshi if you want though.
You got all 120 shines? Shit, let me change the static congratulations page for you then!
Oh yeah, okay, that's kinda nice in a way I guess...
You got all 150 Pokemon? Well, god damn, here is your certificate of merit. Well, actually we'll be keeping it here but you stop by and look at it any time you want!
You got EVERY trophy? Holy shit, that takes a lot of work! Good job!
Yeah, so did I unlock something or what?
Good job!
Okami is one of the worst, after you do pretty much every single thing possible and then beat the game, you unlock an item that gives you infinite health and massive damage, allowing you to trivialize the game that you've already completely beaten anyway.
Sonic and the Secret Rings and Elebits handled it pretty well I think.
In Sonic, getting medals slowly gives you additional, often useful skills, as well as pieces of music and artwork. For some reason, getting them bit by bit makes them feel more like an accomplishment than opening a whole gallery at a time.
Elebits gives you a bunch of additional challenges, as well as a bunch of special options, like settings that make you lose immediately if you do something wrong, or items like the perma-vacuum that aren't always good for beating levels but are fun to mess with.
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As long as they pay for it, hahaha.....
Hahahahahahahaha....
BWAHAHAHAHAHAHAA!!!!!!
And your little dog, too!!!!!
I rather have all the stuff discoverable on my first play through.
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That stuff doesn't have to be in the game. If a developer goes the extra mile to put that kind of extra challenge for the folks that really love a game and want more reason to play it, they're really just doing everyone a favor.
I've beaten RE4 four times (or five?) and I've never gotten the Handcannon. I tried for awhile, but eventually I realized I wasn't going to pull it off without starting to hate the game, so I just put the game down.
Well it's a lot of work for something that a lot of people might not care about. At the bare minimum you'd have to change the dialog/behavior of every npc in the game world to reflect the fact that the big bad evil is gone and everyone is happy. And in a case like Twilight Princess :
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Reminds me of GUN where for getting 100% complete you get a unlimited stamina horse which is useless because you've already completed everything and all you can do is ride through the endless desert.
But yeah I think an ideal solution for actual unlockables would be something akin to Lego Star Wars system, where you COULD put in codes, but you could also beat the objectives to get them.
I know I personally never used a code to unlock that stuff, but that would satisfy everyone, I think.
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Worked OK with Freelancer, too.
Things like Mercenaries mode and Separate Ways are great, though.
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