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/vr/ - Retro Games

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>> No.9852147 [View]
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9852147

>>9852016
The kids add a little bit of risk/reward depth to the mechanics which can push your score a little further if you're good and give you a chance to recover if you're bad. If you're bad and run out of time and lose Nights, you still have a chance to sprint back to the pagoda and regain control. If you're good and know the map well and can consistently triple jump with the kids, you can use them to collect chips early and bring them to Nights to blow the Ideya Capture up faster and thus give you more bonus time. Also, if you time your jumps right, you can hit the time egg and stun it for a little bit to give you more time to run.

This also kinda sells the story of the game a bit more: these kids are basically learning to lucid dream. They're obviously nowhere near as capable in the dream world as Nights himself, but they're there nonetheless and are necessary to Nights for their ability to dualize with him. At first they're a liability because they have no idea where they are and what they're doing and are liable to wake up at any time. But as they get more comfortable with themselves in the dream world and its logic, they become able to hold their own and even actively valuable to Nights in exploring the dream world, akin to how their character arcs involve them growing in confidence and inner strength. Of course, given that all of this is largely up to the player to either figure out by experimentation or learning from a guide/other players, it can just be frustrating to deal with for new players.

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