History GuideDangIt / SurvivalHorror

28th Nov '17 9:45:31 AM Taxi-Pizzatime
Is there an issue? Send a Message


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
Is there an issue? Send a Message


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
Is there an issue? Send a Message


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
Is there an issue? Send a Message


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
Is there an issue? Send a Message


*** 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}}''.).

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 (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
Is there an issue? Send a Message


*** 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
Is there an issue? Send a Message


** 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, 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
Is there an issue? Send a Message


** 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.
21st Jun '17 7:34:05 PM SeanIRea
Is there an issue? Send a Message

Added DiffLines:

**There are also achievements/trophies for unlocking all of the shiv doors, which can be easy to miss in the gorgeous sprawling, semi-linear levels with little backtracking as well as collecting all of the comic books, Fireflies pendants, artifacts, and training manuals, some of which are behind the aforementioned shiv doors and those that aren't are in corners of rooms you may not notice you can get to, or past ledges that may not immediately seem traversable. All in all getting all 141 collectibles without consulting a guide is very difficult, especially on higher difficulties where resources are significantly scarcer and more precious.
20th Jun '17 7:12:00 PM AnonFangeekGirl
Is there an issue? Send a Message

Added DiffLines:

* Getting the Golden Apple in VideoGame/HelloNeighbor Alpha 4. It's not necessary to progress in the game (it just unlocks a cutscene), but the steps to get it are difficult to figure out and there's no in-game hint towards it. The steps are these:
** Find a seed hidden in the Neighbor's house (in a very difficult-to-reach area),
** Plant the seed in the dirt patch in the Neighbor's yard,
** Use a watering can to water it and make it grow (you can fill the can up at the Neighbor's sink).
** Wait four hours (in real time) for the tree to fully grow, at which point the Golden Apple will appear on a very high branch,
** Somehow knock the apple to the ground, and
** Find a funnel hidden outside the Neighbor's property, and use the apple on that to trigger the cutscene.
This list shows the last 10 events of 60. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=GuideDangIt.SurvivalHorror