History Main / TakeYourTime

8th Feb '16 10:57:21 AM JapaneseTeeth
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* ''VideoGame/XenobladeChroniclesX'': ** The main plot of the game revolves around trying to find the Lifehold Core's location before its power source runs down. However, the power level only decreases as the story progresses, meaning you can spend the time between chapters doing whatever you want. ** In general, none of the quests have time limits for their objectives, which is reasonable for objectives like "collect five flowers", and somewhat less reasonable when the objective is "protect this person from being devoured by a ravenous beast". It's almost inevitable that you'll get distracted by something and leave an NPC stranded out in the middle of a desert or jungle for the in-game equivalent of several weeks, only to return later and find them still waiting for you, none the worse for wear. The most egregious example occurs during a Chapter 6 story mission: you can strand Tatsu in the middle of Dead Man's Gulch (an area full of creatures that attack any living organism) for an indefinite period of time and he'll be fine, even though he has no combat ability.
5th Feb '16 1:36:33 PM MegaMarioMan
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* In the [[VideoGame/RatchetAndClank2002 first]] and [[RatchetAndClankUpYourArsenal third]] ''Ratchet and Clank'' games, the final two levels are part of a plot in which you have to prevent the use of a superweapon. Both games not only let you return to other planets, but encourage it by introducing side-quests which require you to go elsewhere. In both, once you've reached the final boss, you can leave the region -- and the planet, if you wish -- and return later, with no risk of him actually using the weapon.
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* In the [[VideoGame/RatchetAndClank2002 first]] and [[RatchetAndClankUpYourArsenal [[VideoGame/RatchetAndClankUpYourArsenal third]] ''Ratchet and Clank'' ''Franchise/RatchetAndClank'' games, the final two levels are part of a plot in which you have to prevent the use of a superweapon. Both games not only let you return to other planets, but encourage it by introducing side-quests which require you to go elsewhere. In both, once you've reached the final boss, you can leave the region -- and the planet, if you wish -- and return later, with no risk of him actually using the weapon.
5th Feb '16 11:17:46 AM MegaMarioMan
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Fixing links to the article within it.
* ''VideoGame/{{Oni}}'': In level five you're chasing the BigBad, who is fleeing towards an airplane, across the airport's cargo hangars. You can, however, TakeYourTime and explore every single room in the hangars, and when you reach the plane the BigBad is just boarding it.
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* ''VideoGame/{{Oni}}'': In level five you're chasing the BigBad, who is fleeing towards an airplane, across the airport's cargo hangars. You can, however, TakeYourTime Take Your Time and explore every single room in the hangars, and when you reach the plane the BigBad is just boarding it.

* If you TakeYourTime rescuing the seals in ''VideoGame/{{Drakengard}}'', visiting other places, perhaps grinding away if you feel like it, TheEmpire will take its time in destroying them. It should be said that the trope is averted somewhat in the game; ''every single level'' is on a time limit. Thankfully, unless the level has a significant plot reason to be especially urgent, the time given is either 30 minutes or a full hour depending on the size of the area, which is generally more than enough.
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* If you TakeYourTime Take Your Time rescuing the seals in ''VideoGame/{{Drakengard}}'', visiting other places, perhaps grinding away if you feel like it, TheEmpire will take its time in destroying them. It should be said that the trope is averted somewhat in the game; ''every single level'' is on a time limit. Thankfully, unless the level has a significant plot reason to be especially urgent, the time given is either 30 minutes or a full hour depending on the size of the area, which is generally more than enough.

* The personal story quests in ''VideoGame/GuildWars2'' often have a sense of urgency about them, and at least one instance in each story arc where you have to pick one mission, often making you choose between saving a named NPC or averting AMillionIsAStatistic. Because there often isn't enough time to do both. Except that the next story mission generally has a level requirement about 3 levels higher than the previous, so the game clearly expects you to TakeYourTime and do some general questing.
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* The personal story quests in ''VideoGame/GuildWars2'' often have a sense of urgency about them, and at least one instance in each story arc where you have to pick one mission, often making you choose between saving a named NPC or averting AMillionIsAStatistic. Because there often isn't enough time to do both. Except that the next story mission generally has a level requirement about 3 levels higher than the previous, so the game clearly expects you to TakeYourTime Take Your Time and do some general questing.

* A classic example is in ''VideoGame/FinalFantasyVIII'', where the hero's main LoveInterest, Rinoa, is shown dangling from a rock over a tremendous fall. You must hurry there and rescue her! However, there's no timer counting down... so, sure enough, you can TakeYourTime. No matter what you do, you'll always arrive in time to grab her hand and save her from falling. In all, she ends up holding on for a solid thirty minutes, while the two Gardens keep ''crashing into each other''.
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* A classic example is in ''VideoGame/FinalFantasyVIII'', where the hero's main LoveInterest, Rinoa, is shown dangling from a rock over a tremendous fall. You must hurry there and rescue her! However, there's no timer counting down... so, sure enough, you can TakeYourTime.Take Your Time. No matter what you do, you'll always arrive in time to grab her hand and save her from falling. In all, she ends up holding on for a solid thirty minutes, while the two Gardens keep ''crashing into each other''.

* One of the main quests in ''VideoGame/MassEffect1'' is actually called "Race Against Time", in which you have to find the Conduit before Saren does. This quest kicks in relatively early in the storyline, and you can TakeYourTime for as long as you like - no matter how much time you spend cruising the galaxy prospecting for mineral deposits between advancing plot points, an actual time limit only kicks in when you are actually within sight of your objective (at which point there's nowhere else to go anyway).
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* One of the main quests in ''VideoGame/MassEffect1'' is actually called "Race Against Time", in which you have to find the Conduit before Saren does. This quest kicks in relatively early in the storyline, and you can TakeYourTime Take Your Time for as long as you like - no matter how much time you spend cruising the galaxy prospecting for mineral deposits between advancing plot points, an actual time limit only kicks in when you are actually within sight of your objective (at which point there's nowhere else to go anyway).

* In the ''{{Neopets}}'' game, ''The Darkest Faerie'', they justify this in the last act, set in a city trapped in slowed time, meaning that you CAN TakeYourTime and return in time to defeat the BigBad
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* In the ''{{Neopets}}'' game, ''The Darkest Faerie'', they justify this in the last act, set in a city trapped in slowed time, meaning that you CAN TakeYourTime Take Your Time and return in time to defeat the BigBad

* The ''VideoGame/GrandTheftAuto'' series largely averts this, as it's rife with {{Timed Mission}}s, but there are a few classic TakeYourTime moments. In particular, throughout all the recent installments, random gang leaders instruct you to "get to the payphone in [district]," implying that they're calling ''right now''. You, of course, can wait on it for in-game weeks, and the phone will always be ringing.
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* The ''VideoGame/GrandTheftAuto'' series largely averts this, as it's rife with {{Timed Mission}}s, but there are a few classic TakeYourTime Take Your Time moments. In particular, throughout all the recent installments, random gang leaders instruct you to "get to the payphone in [district]," implying that they're calling ''right now''. You, of course, can wait on it for in-game weeks, and the phone will always be ringing.
3rd Feb '16 12:18:04 PM kazokuhouou
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* Zigzagged in ''VideoGame/HenryStickminSeries''. On one hand, you can look at each one of your choices whether you will fail or succeed. On the other hand, not making a decision in some scenarios will result in an automatic failure.
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* Zigzagged in ''VideoGame/HenryStickminSeries''. On one hand, you can look at each one of your choices whether you will fail or succeed. On the other hand, not making a decision quickly in some scenarios will result in an automatic failure.failure. [[spoiler: On the other ''other'' hand, in ''one specific scenario'', letting the timer run out gives you the Presumed Dead ending in ''Fleeing The Complex''.]]
28th Jan '16 12:31:14 AM Inediblecake
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* A perfect playthrough of the flash game "I Have 1 Day" sees you confronting the final boss with all the tools and knowledge necessary to unravel the villain's elaborate scheme. If you then proceed to do precisely nothing for 10 seconds you'll be swiftly defeated, with the game questioning why you went through all that effort just to do jack diddly squat.
22nd Jan '16 9:03:43 AM Morgenthaler
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* Averted in ''ResidentEvilOutbreak''. Regardless of what character you pick, the zombie infection counter is slowly ticking its way up to 100%. Getting hurt, doing certain physical activities (like hanging from a ledge), or for some characters, using their special ability, will cause the infection to increase faster. It's game over if it reaches 100%, and there's no way to reduce it.
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* Averted in ''ResidentEvilOutbreak''.''VideoGame/ResidentEvilOutbreak''. Regardless of what character you pick, the zombie infection counter is slowly ticking its way up to 100%. Getting hurt, doing certain physical activities (like hanging from a ledge), or for some characters, using their special ability, will cause the infection to increase faster. It's game over if it reaches 100%, and there's no way to reduce it.
8th Jan '16 9:48:35 PM Vios
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* In ''VideoGame/GemsOfWar'', each kingdom quest-line is generally presented as though it's a continuous event, with the next step sometimes being urgent, but in fact, there's nothing stopping you from wandering off to another kingdom and not coming back for ages.
26th Dec '15 8:05:16 PM Yuihime
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** Averted ''hilariously'' in "One Small Favor". After the ChainOfDeals takes you across a good four or five countries and back on foot, doing various tasks the whole way, the person who gave you the initial quest is furious that you took so long, doesn't care about all the other people you helped along the way, and declares that you don't deserve any reward at all since he could have gotten his mahogany polish just fine without you in the first place and it wouldn't have taken nearly so long.
21st Dec '15 11:23:38 AM tropower
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** ''[[VideoGame/KingdomHeartsBirthBySleep Birth by Sleep]]'' does this a few times as well, such as when Terra's escorting Cinderella to the ball - at one point, you see her surrounded by Unversed ahead of you, but since it's not part of the actual escort mini-game you can take as much time as you want getting to her.
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** ''[[VideoGame/KingdomHeartsBirthBySleep Birth by Sleep]]'' does this a few times as well, such as when Terra's escorting Cinderella Disney/{{Cinderella}} to the ball - at one point, you see her surrounded by Unversed ahead of you, but since it's not part of the actual escort mini-game you can take as much time as you want getting to her.
16th Dec '15 6:32:02 PM Loekman3
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* Zigzagged in the ''VideoGame/HenryStickmiSeries''. On one hand, you can look at each one of your choices whether you will fail or succeed. On the other hand, not making a decision in some scenarios will result in an automatic failure.
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* Zigzagged in the ''VideoGame/HenryStickmiSeries''.''VideoGame/HenryStickminSeries''. On one hand, you can look at each one of your choices whether you will fail or succeed. On the other hand, not making a decision in some scenarios will result in an automatic failure.
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