History VideoGame / SecretOfEvermore

11th Jan '16 7:10:07 PM DrakeClawfang
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** In Antiqua, you're supposed to go to Horace's camp to meet him and get the Revealer formula to reveal hidden paths across the pits in front of the area's dungeons. However, even if you can't see them, the paths are still there, so it's possible to enter and complete the dungeons without meeting Horace. If you do one dungeon and then go meet him, the conversation changes to reflect this, and if you do both dungeons, the dialogue with Horace and the ruler of Nobilia changes because you haven't met Horace before. Though it does invite the FridgeLogic of [[spoiler:why the ruler of Nobilia would disguise himself as Horace when you don't know who Horace is; it'd make more sense for him to just be upfront with who he is, since you're working for him and have been given no reason to distrust him.]]
10th Jan '16 10:41:54 PM DrakeClawfang
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* TheDevTeamThinksOfEverything: Give the hero a name that ends in S? His status screen will refrain from appending an S in the header (whether this is proper English or not depends on you). For instance, "James' Stats."

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* TheDevTeamThinksOfEverything: DevelopersForesight
**
Give the hero a name that ends in S? His status screen will refrain from appending an S in the header (whether this is proper English or not depends on you). For instance, "James' Stats.""
** Talking to most [=NPCs=] as the Dog results in different dialogue than if you spoke to them as the Boy. Some of them even give your Dog items!
6th Jan '16 7:02:17 PM DrakeClawfang
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* AdamSmithHatesYourGuts: Zigzagged. Generally, item prices increase the further you go in the game, but only relatively. There's an exchange rate between regions, with a Gold Coin being equal to 2 Jewels, which is equal to 4 Talons, which is equal to 8 Credits. The amount of currency needed to buy items tends to stay the same without taking exchange rate into account, so the same item may cost 60 Gold Coins in Gothica and 60 Talons in Prehistoria, four times the price. However, even in the same region, item and ingredient prices vary, the latter being explained further down the page under CommonplaceRare. And of course, eventually you get the Windwalker and can travel between regions freely. So the trope is less "Adam Smith Hates Your Guts" and more "Learn To Comparison Shop."
6th Jan '16 10:06:49 AM DrakeClawfang
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* AncientGrome: The Antiqua region is a mash-up of not only Ancient Greek and Ancient Rome, but also of Ancient Egypt with a dash each of pirates, Arabic culture, and Ancient China. Given the region was created from the thoughts of the curator of a history museum, the mingling of so many radically different cultures and time periods into one place actually makes sense.
4th Jan '16 8:50:58 AM DrakeClawfang
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* AllTheWorldsAreAStage: Omnitopia features numerous enemies from the past three worlds, or at least palette swaps of them: Raptors, Rimsala, Tentacles, Rats, the killer plants, and mosquitos all appear. The final boss battle specifically brings back the Bad Boy, an evil copy of your dog, and Magmar. Even the background reminds you of the rest of the game, with things like Thraxx's face, Aegis, and the Volcano boiler appearing as scenery.
3rd Jan '16 9:51:26 PM DrakeClawfang
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** Good luck finding some of the Alchemy formulas without knowing how. A few particular ones are note are Sting, Lance and Fire Power. Sting requires you to navigate to a specific spot in an impossibly huge desert that all looks the same. Lance needs you to open a single treasure chest in a room with two chests and attempt to leave the room. Fire Power requires you to find a hidden passageway with the dog in Ivor Tower. The latter two are also permanently missable.
** A few mazes are confusing as hell unless one actually starts mapping them out. The most egregious of these is the Dark Forest. Unless you know how to navigate through to the end of the level (follow the paths with the gremlins in the trees), you'll be stuck for hours. And even then, there's a few unique treasures that can only be obtained by going off of the path.

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** Good luck finding some of the Alchemy formulas without knowing how. A few particular ones are note are Speed, Sting, Lance Lance, and Fire Power.Power. Speed requires you to find a very well-hidden secret passage in the Volcano. Sting requires you to navigate to a specific spot in an impossibly huge desert that all looks the same. Lance needs you to open a single treasure chest in a enter an otherwise unnotable room with two chests and attempt to leave ''without'' opening the room.chests. Fire Power requires you to find a hidden passageway with the dog in Ivor Tower. The latter two Also, other than Sting, all of these spells are also permanently missable.
missable. And by the way, the game never exactly goes out of its way to tell you how many formulas are in the game or give any other indication of how to find them, so it's possible to play through the game not even know these formulas ''exist'' to be found in the first place.
** A few mazes are confusing as hell unless one actually starts mapping them out. The most egregious of these is the Dark Forest. Unless you know how to navigate through to the end of the level (follow the paths with the gremlins in the trees), you'll be stuck for hours. And even then, there's a few unique treasures that can only be obtained by going off of the path.path, including ''another'' alchemy formula.
3rd Jan '16 4:47:28 PM DrakeClawfang
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* AwesomeYetImpractical: The Alchemy System itself. It is a really unique and novel idea, but in practice isn't very effective. There's only one boss in the game that's out of range of melee attacks and a handful of enemies that lurk outside of range until they try to attack you, and for all but the first boss of the game an upgraded Spear or the Bazooka will do far more damage than Alchemy. For offense all you need is the Crush skill, which is very effective. Otherwise you just need a healing spell (the base "Heal" you get at the start of the game works fine), a status healing spell, and Energize. Everything else is just a waste of money for the ingredients you need to cast them. The reason is that offensive Alchemy needs a lot of time to level up and does not damage scale well enough to keep up with the rising HP of enemies.

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* AwesomeYetImpractical: The Alchemy System itself.AwesomeYetImpractical:
** Alchemy.
It is a really unique and novel idea, but in practice isn't very effective. There's Individual formulas take a long time to level up, ingredients can only one boss be bought from certain merchants, and you can only equip nine spells at a time, only able to swap them out at alchemists. The game hands you Heal, Cure, Defend, Hard Ball, and Flash in the game that's out of range of melee attacks opening world before you even get your third weapon, and a handful of enemies that lurk outside of range until they try to attack you, and for all but the first boss of the game an upgraded Spear or the Bazooka will do far more damage than Alchemy. For offense all you need is the Crush skill, which is very effective. Otherwise they'll last you just need a healing spell (the base "Heal" you get at the start fine for most of the game works fine), a status healing spell, game: Heal restores HP, Cure restores status, Defend raises defense, Hard Ball and Energize. Everything else is Flash cover your offensive options. Later on in Antiqua you'll probably want to add Crush and Fireball to the mix (higher power and their ingredients are more common in Antiqua than the ones for Hard Ball and Flash), but come Gothica it's just a waste of money for time to use your new spells since they don't scale very well.
** Special mention to Nitro, the strongest formula in the game in terms of power. By the time you find Nitro, you're on your way to retrieve the item that lets you access the final boss. And to add insult to injury,
the ingredients you need needed to cast them. The reason is that offensive Alchemy needs a lot of time to level up use Nitro can only be bought from two merchants in different regions, who are in hard-to-reach locations in those regions, and does not damage scale well enough to keep up each one only sells one of the two ingredients needed for Nitro. It's as though the developers designed the spell with the rising HP of enemies.intent to purposefully invoke this trope.
2nd Jan '16 8:35:13 PM spirasen
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* WakeUpCallBoss: In addition to those mentioned above, there's Thraxx. Up until you meet him, every enemy attack can be dodged, and even those that hit aren't that damaging. Thraxx will hit you for 5 damage and massive recoil every time you hit his exposed heart. He'll also use three attacks that can target the Hero in any place of the arena, two of which are unavoidable, and that each deal comparably high amounts of damage. To top it all off, you can only carry 6 healing leaves and you probably didn't get a full load of dog biscuits in town. Your only hope is that the maggots drop leaves or give you enough experience to level.

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* WakeUpCallBoss: In addition to those mentioned above, there's Thraxx. Up until you meet him, every enemy attack can be dodged, and even those that hit aren't that damaging. Thraxx will hit you for 5 damage and massive recoil every time you hit his exposed heart. He'll also use three attacks that can target the Hero in any place of the arena, two of which are unavoidable, and that each deal comparably high amounts of damage. To top it all off, you can only carry 6 healing leaves leaves, and you probably didn't get a full load of dog biscuits in town. Your only hope is that the maggots drop leaves or give you enough experience to level.
2nd Jan '16 6:05:41 AM DrakeClawfang
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** Reflect: It reflects magic. The problem is, by the time you get it, it's only useful on the optional boss. And almost immediately afterwards, you can get the GameBreaker spell Barrier, which negates all damage anyway.
** Explosion: More in the sense of its in-game description. Supposedly it can cut through barriers. The problem is, nobody in the game uses barrier spells. And you can get a more powerful version, Nitro, within an hour.
** Super Cure: It combines Cure (removes status ailments) and Heal (restores HP), however by the time you get it, status ailments don't pose much of a problem and Super Heal (completely restores the HP of both characters) has been a staple alchemy spell.

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** Reflect: It reflects magic. The problem is, by the time you get it, it's only useful on the optional boss. And almost immediately afterwards, shortly before you get it, you can get the GameBreaker spell Barrier, which negates all damage anyway.
** Explosion: More Nitro: The most powerful spell in the sense of its in-game description. Supposedly game, it can cut through barriers. deals massive damage. The problem is, nobody is that by the time you get it, you're going off to collect the item that lets you access the final boss, and it'll take half an hour, tops. Rendering it even more useless is that the ingredients needed to use it can only be bought from two separate merchants in two different regions, so the game uses barrier spells. And is actively discouraging you can get a more powerful version, Nitro, within an hour.
from using it too much.
** Super Miracle Cure: It combines Cure (removes status ailments) and Heal (restores HP), however by the time you get it, status ailments don't pose much of a problem and Super Heal (completely restores the HP of both characters) has been a staple alchemy spell.
1st Jan '16 11:20:23 PM DrakeClawfang
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** When you arrive in Omnitopia at the end of the game, you land in the Junkyard. You return here at the very end of the game to activate the teleport to the final boss's lair.

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** When you arrive in Omnitopia at near the end of the game, you land in the Junkyard. You return here at the very end of the game to activate the teleport to the final boss's lair.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.SecretOfEvermore