History Main / NoSidePathsNoExplorationNoFreedom

17th Jun '16 10:37:23 PM toonyloon
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* ''{{VideoGame/Uncharted}}''. The game's missions and puzzles are all played in a set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.

to:

* ''{{VideoGame/Uncharted}}''.The ''{{VideoGame/Uncharted}}'' series. The game's missions and puzzles are all played in a set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.
16th Jun '16 8:09:22 PM Dere
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* The ''Franchise/SonicTheHedgehog'':
** Games released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.

to:

* The ''Franchise/SonicTheHedgehog'':
** Games Sonic games released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.
16th Jun '16 8:01:04 PM Dere
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* The ''Franchise/SonicTheHedgehog'' games released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.

to:

* The ''Franchise/SonicTheHedgehog'' games ''Franchise/SonicTheHedgehog'':
** Games
released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.''VideoGame/SonicGenerations''.
** Speed-oriented levels in ''VideoGame/SonicAdventure2'' tend to be extremely linear, usually consisting in a single path with very few or no alternate routes.
15th Jun '16 2:46:45 PM MyFinalEdits
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** ''VideoGame/TheLegendOfZeldaSkywardSword'' has this within the surface regions (Faron Woods, Eldin Volcano and Lanayru Desert) due to their dungeon-like structure. When Link reaches a new area, he has to tackle all sorts of obstacles and puzzles to reach the next dungeon, but the geography makes it so he's unable to achieve the goal without taking an alternate route along the way (indeed, the shortcuts are available ''after'' Link takes the long route the first time, so they act more like [[DoorToBefore Doors to Before]] instead of being quicker alternate routes). This contrasts with the Sky areas, since only Skyloft, the Lumpy Pumpkin and the Isle of Songs are required destinations, and the first two still have plenty of side content. The main story only gives leeway once the first six dungeons are conquered and The Imprisoned is defeated for the second time, letting the player tackle the three locations for the Song of the Hero in any order, and the final dungeon (Sky Keep) being very non-linear.

to:

** ''VideoGame/TheLegendOfZeldaSkywardSword'' has this within the surface regions (Faron Woods, Eldin Volcano and Lanayru Desert) due to their dungeon-like structure. When Link reaches a new area, he has to tackle all sorts of obstacles and puzzles to reach the next dungeon, but the geography makes it so he's unable to achieve the goal without taking an take any alternate route routes along the way (indeed, the shortcuts are available ''after'' Link takes the long route the first time, so they act more like [[DoorToBefore Doors to Before]] instead of being quicker alternate routes). This contrasts with the Sky areas, since only Skyloft, the Lumpy Pumpkin and the Isle of Songs are required destinations, and the first two still have plenty of side content. The main story only gives leeway once the first six dungeons are conquered and The Imprisoned is defeated for the second time, letting the player tackle the three locations for the Song of the Hero in any order, and the final dungeon (Sky Keep) being very non-linear.
15th Jun '16 12:04:49 AM MyFinalEdits
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* {{VideoGame/Uncharted}} ''is'' this trope. The game's missions and puzzles are all played in a set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.

to:

* {{VideoGame/Uncharted}} ''is'' this trope.''{{VideoGame/Uncharted}}''. The game's missions and puzzles are all played in a set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.
15th Jun '16 12:03:19 AM MyFinalEdits
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** ''VideoGame/TheLegendOfZeldaSkywardSword'' has this within the surface regions (Faron Woods, Eldin Volcano and Lanayru Desert) due to their dungeon-like structure. When Link reaches a new area, he has to tackle all sorts of obstacles and puzzles to reach the next dungeon, but the geography makes it so he's unable to achieve the goal without taking the goal (indeed, the shortcuts are available ''after'' Link takes the long route the first time, so they act more like [[DoorToBefore Doors to Before]] instead of being quicker alternate routes). This contrasts with the Sky areas, since only Skyloft, the Lumpy Pumpkin and the Isle of Songs are required destinations, and the first two still have plenty of side content. The main story only gives leeway once the first six dungeons are conquered and The Imprisoned is defeated for the second time, letting the player tackle the three locations for the Song of the Hero in any order, and the final dungeon (Sky Keep) being very non-linear.

to:

** ''VideoGame/TheLegendOfZeldaSkywardSword'' has this within the surface regions (Faron Woods, Eldin Volcano and Lanayru Desert) due to their dungeon-like structure. When Link reaches a new area, he has to tackle all sorts of obstacles and puzzles to reach the next dungeon, but the geography makes it so he's unable to achieve the goal without taking an alternate route along the goal way (indeed, the shortcuts are available ''after'' Link takes the long route the first time, so they act more like [[DoorToBefore Doors to Before]] instead of being quicker alternate routes). This contrasts with the Sky areas, since only Skyloft, the Lumpy Pumpkin and the Isle of Songs are required destinations, and the first two still have plenty of side content. The main story only gives leeway once the first six dungeons are conquered and The Imprisoned is defeated for the second time, letting the player tackle the three locations for the Song of the Hero in any order, and the final dungeon (Sky Keep) being very non-linear.
14th Jun '16 11:48:28 PM MyFinalEdits
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*** The game itself was the most linear game in the series when it came out, with the number of sidequests having been greatly lowered from previous games, the game's areas being explored in a set order, and the travel between Hyrule and the Twilight Realm being imposed and set by the story, in contrast with the more free way the dual world mechanic was handled by previous games.



** ''VideoGame/TheLegendOfZeldaSkywardSword'' was probably the most linear game in the series, a common complaint. This was pretty much a result of the removal of an overworld connecting all areas, the number of towns being reduced to one, and the outside areas being turned into dungeons of sorts (whereas they were more open fields in previous games), greatly reducing exploration. Possibly as a response to complaints about it, Nintendo did a 180 after it, with the far more open A Link Between Worlds and the open world game Breath of the Wild.

to:

** ''VideoGame/TheLegendOfZeldaSkywardSword'' was probably has this within the most linear game in surface regions (Faron Woods, Eldin Volcano and Lanayru Desert) due to their dungeon-like structure. When Link reaches a new area, he has to tackle all sorts of obstacles and puzzles to reach the series, a common complaint. next dungeon, but the geography makes it so he's unable to achieve the goal without taking the goal (indeed, the shortcuts are available ''after'' Link takes the long route the first time, so they act more like [[DoorToBefore Doors to Before]] instead of being quicker alternate routes). This was pretty much a result of contrasts with the removal of an overworld connecting all Sky areas, since only Skyloft, the number of towns being reduced to one, Lumpy Pumpkin and the outside areas being turned into Isle of Songs are required destinations, and the first two still have plenty of side content. The main story only gives leeway once the first six dungeons of sorts (whereas they were more open fields in previous games), greatly reducing exploration. Possibly as a response to complaints about it, Nintendo did a 180 after it, with are conquered and The Imprisoned is defeated for the far more open A Link Between Worlds second time, letting the player tackle the three locations for the Song of the Hero in any order, and the open world game Breath of the Wild.final dungeon (Sky Keep) being very non-linear.
14th Jun '16 1:32:16 PM Dere
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** ''VideoGame/TheLegendOfZeldaSkywardSword'' was probably the most linear game in the series, a common complain. This was pretty much a result of the removal of an overworld connecting all areas, the number of towns being reduced to one, and the outside areas being turned into dungeons of sorts (whereas they were more open fields in previous games), greatly reducing exploration. Possibly as a response to complaints about it, Nintendo did a 180 after it, with the far more open A Link Between Worlds and the open world game Breath of the Wild.

to:

** ''VideoGame/TheLegendOfZeldaSkywardSword'' was probably the most linear game in the series, a common complain.complaint. This was pretty much a result of the removal of an overworld connecting all areas, the number of towns being reduced to one, and the outside areas being turned into dungeons of sorts (whereas they were more open fields in previous games), greatly reducing exploration. Possibly as a response to complaints about it, Nintendo did a 180 after it, with the far more open A Link Between Worlds and the open world game Breath of the Wild.



* {{VideoGame/Uncharted}} ''is'' this trope. The game's missions and puzzles are all played in a single order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.

to:

* {{VideoGame/Uncharted}} ''is'' this trope. The game's missions and puzzles are all played in a single set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.
14th Jun '16 1:31:10 PM Dere
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Added DiffLines:

*** The game itself was the most linear game in the series when it came out, with the number of sidequests having been greatly lowered from previous games, the game's areas being explored in a set order, and the travel between Hyrule and the Twilight Realm being imposed and set by the story, in contrast with the more free way the dual world mechanic was handled by previous games.


Added DiffLines:

** ''VideoGame/TheLegendOfZeldaSkywardSword'' was probably the most linear game in the series, a common complain. This was pretty much a result of the removal of an overworld connecting all areas, the number of towns being reduced to one, and the outside areas being turned into dungeons of sorts (whereas they were more open fields in previous games), greatly reducing exploration. Possibly as a response to complaints about it, Nintendo did a 180 after it, with the far more open A Link Between Worlds and the open world game Breath of the Wild.


Added DiffLines:

* {{VideoGame/Uncharted}} ''is'' this trope. The game's missions and puzzles are all played in a single order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.
14th Jun '16 12:12:28 AM MyFinalEdits
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*** The game itself was the most linear game in the series when it came out.



* {{VideoGame/Uncharted}} ''is'' this trope.
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