Case (
case) wrote in
fandomsecrets2020-05-17 04:58 pm
[ SECRET POST #4881 ]
⌈ Secret Post #4881 ⌋
Warning: Some secrets are NOT worksafe and may contain SPOILERS.
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Notes:
Secrets Left to Post: 03 pages, 55 secrets from Secret Submission Post #699.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

no subject
(Anonymous) 2020-05-17 10:27 pm (UTC)(link)I wish game designers stopped using "special vision" mode, and allowed us to see what we need on the moment. Even if it might break immersion. "Hit red to hurt a boss" is a mocked trope, but it existed for a reason.
OP
(Anonymous) 2020-05-18 07:04 am (UTC)(link)I totally get where you're coming from though, completely! I have the strangest relationship with Dishonoured in the fact that I regard/know it so specifically for its beautiful aesthetic, but even after finishing the game half a dozen times, I still have never been able to appreciate it for its uniquely, wonderfully, rendered visuals, first-hand.
I must disagree completely with getting rid of "special vision" entirely though. They generally exist as a handhold, but only optionally.
Like in DA:Inquisition for instance, there's a button (I play it on PC mind you, so I can't confirm if the key exists on console) that highlights only the lootable/collectible bodies/objects in the immediate area surrounding the player character. It's amazing but the most I'd want for ease of access/without special vision.
And I apologize if all that I am assuming is wrong, as I've never played Halo and can't remember anything about the more recent TR games despite owning them, but when it comes to boss fights, I definitely prefer it to be a puzzle I have to solve. For example, I've been playing Shadow of the Colossus lately and the only hints you get for the Colossi's vulnerable points and how to access them is through the purposely vague/captain obviously disembodied voice thats given you the mission to vanquish the Colossi in the first place. There are some visual clues noting both the area you must hit to reveal it's weak spot, and a glowing symbol where presenting each weak point. Both can be turned off in the settings at any point, (I believe) which only leads you to reflect any present light through your sword to discover the Colossi's weak points. Most of the fun for me is estimating and figuring out exactly how and when I need to act to beat the game...
Bahh, I don't even know what I'm trying to say anymore!