History GuideDangIt / SurvivalHorror

12th May '18 3:11:21 AM Poppymuffinseed
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** The clogged garbage chute, which you have to drop a case of soda down to dislodge a critical puzzle item (see SolveTheSoupCans).

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** The clogged garbage chute, which you have to drop a case of soda canned juice down to dislodge a critical puzzle item (see SolveTheSoupCans).
31st Mar '18 1:57:01 PM nombretomado
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* ''Franchise/FatalFrame''

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* ''Franchise/FatalFrame''''VideoGame/FatalFrame''



** Several unintentional examples in the first game. One puzzle is focused around the children's game "Kagome-Kagome", which most Western players have never heard of (fortunately, it isn't too tough to solve by trial-and-error). Another came from the number combination locks on some doors. Even if you knew the combination, the lock had the numbers arranged counterclockwise with "zero" in the top position... and written in archaic kanji. Not a big problem for Japanese players, perhaps, but most Western players get totally stumped by what was intended as a very simple puzzle. Remakes of the game address this by replacing the kanji with numerals.
** Good luck figuring out how to get the various endings in ''Fatal Frame II'' New Game Plus without a guide. Contrary to the first game, where you got a different ending by playing on Nightmare difficulty, ''Fatal Frame II'' determines your ending by two aspects. Whether you have viewed all three completely optional scenes with Mayu in Chapter 8, which are in locations that nobody would have any reason to enter except for those scenes. And how fast the player defeats the [[TheDragon Kusabi]] or, for some endings, [[BigBad Sae]].
** Finding all the tiny dolls in the fourth game is incredibly difficult without a guide handy or knowing where they are beforehand. Some are rather easy to find, like being very noticeable under a desk or upon entering a room. But then there are some stuck in plants or in a small space only visible if you stop in the middle of a staircase.

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** Several unintentional examples in the [[VideoGame/FatalFrame1 first game.game]]. One puzzle is focused around the children's game "Kagome-Kagome", which most Western players have never heard of (fortunately, it isn't too tough to solve by trial-and-error). Another came from the number combination locks on some doors. Even if you knew the combination, the lock had the numbers arranged counterclockwise with "zero" in the top position... and written in archaic kanji. Not a big problem for Japanese players, perhaps, but most Western players get totally stumped by what was intended as a very simple puzzle. Remakes of the game address this by replacing the kanji with numerals.
** Good luck figuring out how to get the various endings in ''Fatal ''VideoGame/{{Fatal Frame II'' II|Crimson Butterfly}}'' New Game Plus without a guide. Contrary to the first game, where you got a different ending by playing on Nightmare difficulty, ''Fatal Frame II'' determines your ending by two aspects. Whether you have viewed all three completely optional scenes with Mayu in Chapter 8, which are in locations that nobody would have any reason to enter except for those scenes. And how fast the player defeats the [[TheDragon Kusabi]] or, for some endings, [[BigBad Sae]].
** Finding all the tiny dolls in the [[VideoGame/FatalFrameIVMaskOfLunarEclipse fourth game game]] is incredibly difficult without a guide handy or knowing where they are beforehand. Some are rather easy to find, like being very noticeable under a desk or upon entering a room. But then there are some stuck in plants or in a small space only visible if you stop in the middle of a staircase.
28th Nov '17 9:45:31 AM Taxi-Pizzatime
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The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere. However, TropesAreNotBad, and this ending award system has it's fans due to how unusual it is, and was the first Silent Hill game where play-style influences the ending.

to:

The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere. However, TropesAreNotBad, and this ending award system has it's fans due to how unusual it is, and this was the first Silent Hill game where play-style influences the ending.
28th Nov '17 9:33:26 AM Taxi-Pizzatime
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The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere. However, TropesAreNotBad, and this ending award system has it's fans due to how unusual it is, and was the first Silent Hill game where player behavior influences the ending.

to:

The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere. However, TropesAreNotBad, and this ending award system has it's fans due to how unusual it is, and was the first Silent Hill game where player behavior play-style influences the ending.
28th Nov '17 9:31:21 AM Taxi-Pizzatime
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The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere. However, TropesAreNotBad, and this ending award system has it's fans due to how unusual it is, and was the first Silent Hill where player behavior influences the ending.

to:

The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere. However, TropesAreNotBad, and this ending award system has it's fans due to how unusual it is, and was the first Silent Hill game where player behavior influences the ending. ending.
28th Nov '17 9:30:29 AM Taxi-Pizzatime
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The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere.

to:

The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere. However, TropesAreNotBad, and this ending award system has it's fans due to how unusual it is, and was the first Silent Hill where player behavior influences the ending.
22nd Nov '17 1:44:43 PM Miracle@StOlaf
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*** The very first puzzle in the game, the bookstore puzzle, is practically impossible on Hard without a functioning knowledge of the Complete Works of Creator/WilliamShakespeare. And even then, some of the clues are counterintuitive (e.g. The clue about "a game of turning white to black and black to white"? ''Doesn't refer to Theater/{{Othello}}''.).

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*** The very first puzzle in the game, the bookstore puzzle, is practically impossible on Hard without a functioning knowledge of the Complete Works of Creator/WilliamShakespeare. And even then, some of the clues are counterintuitive (e.g. The clue about "a game of turning white to black and black to white"? ''Doesn't refer ''It isn't referring to Theater/{{Othello}}''.Theatre/{{Othello}}''.).
22nd Nov '17 1:43:52 PM Miracle@StOlaf
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*** The very first puzzle in the game, the bookstore puzzle, is practically impossible on Hard without a functioning knowledge of the Complete Works of Creator/WilliamShakespeare. And even then, some of the clues are counterintuitive.

to:

*** The very first puzzle in the game, the bookstore puzzle, is practically impossible on Hard without a functioning knowledge of the Complete Works of Creator/WilliamShakespeare. And even then, some of the clues are counterintuitive.counterintuitive (e.g. The clue about "a game of turning white to black and black to white"? ''Doesn't refer to Theater/{{Othello}}''.).
12th Nov '17 11:34:41 AM Taxi-Pizzatime
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** In order to determine which ending you get, the game keeps track of the player's behaviour, such as how long you spend looking at certain items in your inventory or how you interact with an NPC character. The fact that the game does this is not hinted at anywhere. Made worse by the fact that getting the best ending is more likely by doing two extremely non-intuitive things: allowing Maria to be attacked by monsters or otherwise take damage even though normally [[EscortMission this is the exact opposite of what you want to do]], and leaving the room before a recording that gives plot-critical information finishes playing near the end of the game. All of these factors combined mean that many people get the worst ending on their first playthrough.\\

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** In order to determine which ending you get, the game keeps track of the player's behaviour, behavior, such as how long you spend looking at certain items in your inventory or how you interact with an NPC character. The fact that the game does this is not hinted at anywhere. Made worse by anywhere on the fact that getting the best ending is more likely by doing two extremely non-intuitive things: allowing Maria to be attacked by monsters or otherwise take damage even though normally [[EscortMission this is the exact opposite of what you want to do]], and leaving the room before a recording that gives plot-critical information finishes playing near the end of the game. All of these factors combined mean that many people get the worst ending on their first playthrough.play-through.\\


Added DiffLines:

This is made worse by the fact that getting the best ending is more likely by doing some extremely non-intuitive things: allowing Maria to be attacked by monsters or otherwise take damage even though normally [[EscortMission this is the exact opposite of what you want to do]], avoiding reading the "wrong" memos found in the game, repeatedly examining certain inventory items that are never used to solve any puzzle, and leaving the room before a recording that gives plot-critical information finishes playing near the end of the game. All of these factors combined mean that many people get the worst ending on their first play-through.\\
\\
1st Nov '17 2:01:40 PM Taxi-Pizzatime
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** In order to determine which ending you get, the game keeps track of the player's behaviour, such as how long you spend looking at certain items in your inventory or how you interact with an NPC character. The fact that the game does this is not hinted at anywhere. Made worse by the fact that getting the best ending is more likely by doing two extremely non-intuitive things: allowing Maria to be attacked by monsters or otherwise take damage even though normally [[EscortMission this is the exact opposite of what you want to do]], and leaving the room before a recording that gives plot-critical information finishes playing near the end of the game. All of these factors combined mean that many people get the worst ending on their first playthrough.

to:

** In order to determine which ending you get, the game keeps track of the player's behaviour, such as how long you spend looking at certain items in your inventory or how you interact with an NPC character. The fact that the game does this is not hinted at anywhere. Made worse by the fact that getting the best ending is more likely by doing two extremely non-intuitive things: allowing Maria to be attacked by monsters or otherwise take damage even though normally [[EscortMission this is the exact opposite of what you want to do]], and leaving the room before a recording that gives plot-critical information finishes playing near the end of the game. All of these factors combined mean that many people get the worst ending on their first playthrough.\\
\\
The game hints at the methods by a self-help magazine in the first building of the apartments, on the second floor. However, it is only available on the second play through and beyond and even if it is noticed, the player may be puzzled and brush it off as a RedHerring there only to add atmosphere.
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