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>> No.4364673 [View]
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4364673

>>4364521
Just finished it... you weren't kidding. What a fucking meme the keyhunting is in this map. I just about scoured every part of it but couldn't find shit, just locked doors. I just immediately gave up and checked the ttlg thread and lo and behold the two keys are in places where you would literally never ever find them. But it gets worse!

After that, there are more keys, a few of them I found just by being thorough and checking around, but I couldn't find the last key (which I learned to be the cellar key) or Namez's statuette. So I checked the ttlg thread, and a guy said in the burned out mansion "look up" for the statuette, so I did. I saw a hole in the ceiling.

But I didn't have a rope arrow, are there even rope arrows on this level? Or is does this part require finding a tiny meme lever like you mentioned? What I did was grab a piece of the broken statue below and put it on the rafters below me, then (NewDark) mantle my way up through the hole in the ceiling to get the statuette.

And the last key? Lo and behold - it's a key that is literally not even visible to you and you have to just right click the floor under the beams to find it! Now that's some great level design.

This mission takes autistic luck-based progression to the next level. Why on Earth is this mission so highly praised? The spook with the big zombie is pretty damn effective (very Silent Hill-esque), and the mission does look nice visually but it does not make up for how shit the actual gameplay/progression is otherwise. Pixel hunting for keys that you can't see that aren't (or only very lightly) hinted at doesn't engage your brain, it's basically a mission that was made to be played with a guide or foreknowledge of these retarded gameplay issues.

Give it to me straight, does Rocksbourg 2 & 3 improve in this regard and become less of an autistic pixel hunt or do those elements carry over and I should expect to fall back on a guide/the ttlg thread with some frequency?

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