case: (Default)
Case ([personal profile] case) wrote in [community profile] 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.

(Anonymous) 2020-05-17 10:27 pm (UTC)(link)
Yeah, it's really annoying, and I'd dare to say bad game design. Halo: ODST and Tomb Raider are spectacular games with beautiful atmospheres, but that you need to use special vision so much, you don't actually see the actual graphics because you need the special vision to have you show the important objects.

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'd be hesitant to call it bad game design, if only because as much as they aid the player during gameplay, they're completely optional nonetheless. Like AC was the first big game series that really got me into gaming, but my use of Eagle Vision has dropped severely as the games went on, mostly due to how they changed the mechanic over the course of the series, but also because I found I didn't need it so much anymore, apart from quickly surveying a hostile area, and to help pinpoint certain collectable after they appear on my map.

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!