History Main / PlayerNudge

6th Apr '18 5:23:12 PM Dennovin
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* Done with camera angles in both ''VideoGame/LifeIsStrange'' and its' prequel, ''[[VideoGame/LifeIsStrangeBeforeTheStorm Before The Storm]]''. When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during ''Before The Storm'' Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.

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* Done with camera angles in both ''VideoGame/LifeIsStrange'' and its' its prequel, ''[[VideoGame/LifeIsStrangeBeforeTheStorm Before The Storm]]''. When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during ''Before The Storm'' Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.
15th Feb '18 2:39:26 PM CountDorku
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* In ''VideoGame/TwentyXX'', several of the Glory Room setups require you to use a power's secondary effect, and fill all your power slots with that power to force you to figure that secondary effect out. "Lock the Blocks" challenges require you to figure out how to use the Shadespur to solidify disappearing platforms; "Disable Traps" may require you to short out lasers with the Force Nova or shut down fireball devices with the Splinterfrost; and "Destroy" challenges straight-up demand that you blow up Death Lotus's mortar buds with the weapon that does bonus damage to Death Lotus. Some boss fights also have a "?" pop up next to damage dealt by the weapon that counters them but in an indirect way - Vera will get question marks when fired at Kur, because the point of the gun is to fire it at Kur's Quint Laser projectiles to deflect them back into him.
5th Feb '18 9:39:53 AM Kazmahu
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* After defeating the final boss in ''VideoGame/SuperMarioOdyssey'', Cappy will start commenting whenever the player enters a bonus room they've been to before, letting them know if there are still [[PlotCoupon power moons]] or [[GlobalCurrencyException regional coins]] to be found or if they place has been cleaned out, saving the player from having to do some fruitless searching.
6th Jan '18 1:04:28 PM Gosicrystal
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** VisualNovel/FateStayNight has the Tiger Dojo, which does the same thing.

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** VisualNovel/FateStayNight * ''VisualNovel/FateStayNight'' has the Tiger Dojo, which does gives you a hint about how to do it right the same thing.next time.



** There's a sequence in the first ''VideoGame/MetalGearSolid'' where you're trapped in a prison cell, and can escape by one of three ways. If you don't think to hide under the bed when the guard leaves for a little bit, [[TheLancer Otacon]] sneaks in and gives you some food supplies that include [[ABloodyMess ketchup]]. Fail to escape by either of these means for even longer and [[spoiler:[[TheRival Gray Fox]]]] just busts the door open for you.

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** * There's a sequence in the first ''VideoGame/MetalGearSolid'' where you're trapped in a prison cell, and can escape by one of three ways. If you don't think to hide under the bed when the guard leaves for a little bit, [[TheLancer Otacon]] sneaks in and gives you some food supplies that include [[ABloodyMess ketchup]]. Fail to escape by either of these means for even longer and [[spoiler:[[TheRival Gray Fox]]]] just busts the door open for you.



* ''Franchise/{{Metroid}}''

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* ''Franchise/{{Metroid}}''''Franchise/{{Metroid}}'':



---> If you couldn't form a couple with Linda, it could be said it's because of bad luck. After all, [[RagsToRiches she's a nouveau riche]], and the heiress of a conglomerate... [[FallenPrincess If she doesn't fall back]] [[AFoolAndHisNewMoneyAreSoonParted to a low social status]], it'll probably be impossible to be with her. Well, [[MadBomber if something like a bomb explodes]] and her conglomerate crumbles, you may have a chance.
** Since most players go for the {{eas|ierThanEasy}}y {{first girl|Wins}} [[TheHero heroine]] in their first playthrough, and her storyline contains a major Event where [[spoiler: there's a terrorist attack on the Theater]], this is the hint for the players to replay the game with said heroine in their girl roster, so they can get to see this Event and thus get Linda's Ending.
* The Descent series had a lot of these. Usually they were subtle, the devs might put e.g. a Smart Missile in a place where using it would be a good idea. This worked best when the player was already full on Smarts. A good example was level 22 of the original game, in the shaft leading to the red key.
* In ''VideoGame/HotelDuskRoom215'' and its sequel ''VideoGame/LastWindow'', if you get a GameOver, usually Kyle will flash back to the conversation that triggered failure, unless it's an interrogation scene.
** There's also a subtle hint during interrogations: if you are asking questions that will lead to a game over, the character will have a red shadow slide over them. You get the choice of either continuing to press them or to backtrack.

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---> --> If you couldn't form a couple with Linda, it could be said it's because of bad luck. After all, [[RagsToRiches she's a nouveau riche]], and the heiress of a conglomerate... [[FallenPrincess If she doesn't fall back]] back [[AFoolAndHisNewMoneyAreSoonParted to a low social status]], it'll probably be impossible to be with her. Well, [[MadBomber if something like a bomb explodes]] and her conglomerate crumbles, you may have a chance.
** Since most players go for the {{eas|ierThanEasy}}y {{first girl|Wins}} [[TheHero heroine]] easy first girl heroine in their first playthrough, and her storyline contains a major Event where [[spoiler: there's [[spoiler:there's a terrorist attack on the Theater]], this is the hint for the players to replay the game with said heroine in their girl roster, so they can get to see this Event and thus get Linda's Ending.
* The Descent ''Descent'' series had a lot of these. Usually they were subtle, the devs might put e.g. a Smart Missile in a place where using it would be a good idea. This worked best when the player was already full on Smarts. A good example was level 22 of the original game, in the shaft leading to the red key.
* In ''VideoGame/HotelDuskRoom215'' and its sequel ''VideoGame/LastWindow'', if you get a GameOver, usually Kyle will flash back to the conversation that triggered failure, unless it's an interrogation scene.
**
scene. There's also a subtle hint during interrogations: if you are asking questions that will lead to a game over, the character will have a red shadow slide over them. You get the choice of either continuing to press them or to backtrack.



* ''VideoGame/HotelMario'' loved this trope, as evidenced by the page quote above.

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* ''VideoGame/HotelMario'' loved this trope, as evidenced by trope:
-->"It's hard to see through those clouds! I hope we can get rid of them! Get
the page quote above.hint?"



* Similarly, if a contestant hits a Daily Double on ''Series/{{Jeopardy}}'', Alex Trebek will usually say "You have $x more/less than your opponents" to give a hint as to how much they should wager on it if they feel confident enough in doing so (particularly if they want to go "True Daily Double" and wager all their winnings). He also drops similar hints leading into Final Jeopardy! This is as much to prompt large wagers and therefore more drama as it is to help the contestants, however.

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* Similarly, if If a contestant hits a Daily Double on ''Series/{{Jeopardy}}'', Alex Trebek will usually say "You have $x more/less than your opponents" to give a hint as to how much they should wager on it if they feel confident enough in doing so (particularly if they want to go "True Daily Double" and wager all their winnings). He also drops similar hints leading into Final Jeopardy! This is as much to prompt large wagers and therefore more drama as it is to help the contestants, however.



* The ''VideoGame/TalesOf'' games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.
** In ''VideoGame/TalesOfTheAbyss'', if you die on a boss, you get an extra option on the GameOver screen that lets them view a skit where the characters lament over their failure and then try to think of a strategy for when the player tries again. You don't need to fight the boss this way, but it helps a lot.

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* The ''VideoGame/TalesOf'' games sometimes use the skits to give hints either on what the player should do next (or outright tell you) or about any sidequest they have the opportunity to do at that moment.
**
moment. In ''VideoGame/TalesOfTheAbyss'', if you die on a boss, you get an extra option on the GameOver screen that lets them view a skit where the characters lament over their failure and then try to think of a strategy for when the player tries again. You don't need to fight the boss this way, but it helps a lot.



** Similarly, dying to a boss in ''VideoGame/MarioAndLuigiPaperJam'' and retrying will also add a Hint Block to the brothers' battle menu, which will give hints on how to counter the boss's attacks. This also doesn't take up a turn.

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** Similarly, dying Dying to a boss in ''VideoGame/MarioAndLuigiPaperJam'' and retrying will also add a Hint Block to the brothers' battle menu, which will give hints on how to counter the boss's attacks. This also doesn't take up a turn.
6th Dec '17 5:37:57 PM FourthDerivative
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* In Act 3 of ''VisualNovel/DokiDokiLiteratureClub'', [[spoiler:Monika describes how easy it was to delete the other girls' .chr files, detailing exactly the steps one would follow to do so (which vary slightly depending on what platform you're playing the game on). The intent being to encourage the player (who may or may not be especially computer-savvy) to see what happens if they try deleting the one remaining .chr file themselves...]]
19th Oct '17 5:19:12 PM Adbot
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* Done with camera angles in both ''VideoGame/LifeIsStrange'' and its' prequel, ''[[VideoGame/LifeIsStrangeBeforeTheStorm Before The Storm]]''. When the player attempts something that doesn't work, a different possible solution will often be in the shot showing the player that it didn't work. For example, a shot showing that Chloe failed to open the hood of the wheel-clamped truck in the junkyard during ''Before The Storm'' Chapter 2 is framed to show Chloe, the still-closed hood and the hood release button in the trucks' interior.
20th Aug '17 12:28:17 PM LongLiveHumour
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* At the end of the cutscenes that follow a very tough boss battle in the fangame ''VideoGame/PokemonUranium'', you're standing next to a Ranger who praises you thus:
-->"I can't believe it... you SAVED the day. I knew that you could SAVE us. ...Why am I shouting SAVE, you ask? Well... I just think it's good to SAVE things!"\\
Subtle.
20th Aug '17 7:59:45 AM Snipertoaster
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* Near the end of ''VideoGame/AbsoluteDespairGirls'', the player has to choose a door that Monaca is hiding behind. One will advance the game, the other two kill you. If you get it wrong, upon choosing to retry, Komaru and Toko will have a conversation that results in a flashback that drops an obvious hint as to which door is correct.
19th Jul '17 6:08:44 PM Adbot
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** Zig-zagged with the 'books' in ''Dawns''' predecessor, ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]''. It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part. [[note]]The red book could ''technically'' be hinting towards two different souls, but only one of them works. It still counts however, as the other, 'incorrect' soul can only be obtained ''once you're already on the Good Ending route anyway''.[[/note]]]]

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** Zig-zagged with the 'books' in ''Dawns''' predecessor, ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow ''[[Videogame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]''. It's played straight in that they're just subtle enough to point towards how to get the good ending without outright stating it, but also subverting the trope by being hidden themselves, and also not saying ''when'' they're needed. [[spoiler: They hint towards the three souls you need to equip when fighting the final boss, but they don't hint towards the ''when fighting the final boss'' part. [[note]]The red book could ''technically'' be hinting towards two different souls, but only one of them works. It still counts however, as the other, 'incorrect' soul can only be obtained ''once you're already on the Good Ending route anyway''.[[/note]]]]
19th Jul '17 6:08:25 PM Adbot
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** In ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.

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** In ''[[VideoGame/Videogame/CastlevaniaChroniclesOfSorrow ''[[Videogame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', if you do not equip a certain piece of equipment prior to entering a certain room, the DownerEnding ensues. Afterwards, a short scene appears with Julius and Genya outside the castle. Genya laments, saying: "I had assumed he would have equipped the talisman from Mina...". Cue FacePalm by the player.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PlayerNudge