
The worst thing about Psychonauts 2 is also the best
video description
Date: 2023-12-10
Comments and reviews: 30
-RedGunnerguy
First off, good video and editing to yourself and the team. Now I must type comment!
I totally agree, that nudges are a very fine line when you have a puzzle to solve. Make it too easy, and it wasnt fun therefore player might stop playing the game. Make it too hard, and players get frustrated.
Consider this, in that tooth section, notice that Raz only said if after you failed a few times. I did it right away as the section right before taught you how to shoot, and I play enough video games to get the hint. However, there were sections I was playing with my younger brother watching he only got half the puzzle guesses right. He has played allot less games.
As for Comptons Cookoff. that is the best and worst example. I think its fine not to tell which item is which, because you HAVE TO MAKE A MISTAKE, AND TRY AGAIN TO SUCCEED. The entire mental state of Compton is is that he is constantly feeling judges, hences does NOTHING. He so afraid/affected of criticism from his peers that it affects his ability to perform. In the begining of the level, in the platforming section he gives up and disappears on you. The goats are a how he sees himself being judges, which is to say very very very harshly. I'm sure we all know people like that. Your job/role as Raz, is to help him bear the burden of his judgement to still get the dish made, criticism or not. OF COURSE I KNOW THAT NOT WHAT INGREDEINT I WANT STOP JUDGING ME. that the point. That how Compton feels. Then I threw the damn thing at the judges out of spite and try again until I beat them. Its game desgin and symbolism as it best.
Its okay, its easy to miss the game design when done right. The job of a good desgin is when you dont even know its there.
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First off, good video and editing to yourself and the team. Now I must type comment!
I totally agree, that nudges are a very fine line when you have a puzzle to solve. Make it too easy, and it wasnt fun therefore player might stop playing the game. Make it too hard, and players get frustrated.
Consider this, in that tooth section, notice that Raz only said if after you failed a few times. I did it right away as the section right before taught you how to shoot, and I play enough video games to get the hint. However, there were sections I was playing with my younger brother watching he only got half the puzzle guesses right. He has played allot less games.
As for Comptons Cookoff. that is the best and worst example. I think its fine not to tell which item is which, because you HAVE TO MAKE A MISTAKE, AND TRY AGAIN TO SUCCEED. The entire mental state of Compton is is that he is constantly feeling judges, hences does NOTHING. He so afraid/affected of criticism from his peers that it affects his ability to perform. In the begining of the level, in the platforming section he gives up and disappears on you. The goats are a how he sees himself being judges, which is to say very very very harshly. I'm sure we all know people like that. Your job/role as Raz, is to help him bear the burden of his judgement to still get the dish made, criticism or not. OF COURSE I KNOW THAT NOT WHAT INGREDEINT I WANT STOP JUDGING ME. that the point. That how Compton feels. Then I threw the damn thing at the judges out of spite and try again until I beat them. Its game desgin and symbolism as it best.
Its okay, its easy to miss the game design when done right. The job of a good desgin is when you dont even know its there.
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-rissawillis8594
I love this! Another great couple of examples of nudges and hints are 1) The Long Dark (for nudges. In survival mode, most of the player character's voice lines are things like -I'm so hungry I could eat a horse- and -night's coming on, I need to find some shelter-. Little things to remind the player to check their stats or prepare. These work really well because I, too, would talk to myself in these circumstances. and 2) The Nancy Drew games by HER Interactive all have an in-game hint system where you literally get on the phone and call a friend (one of the other book characters; Bess, George, Ned, or the Hardy Boys) for help. It's nice because by calling them you also get access to extra story, as each of them normally has something silly going on back home (like trying and failing to learn how to cook, and before you ask for a hint you get to hear Nancy relay the story as she knows it so far. Sometimes just hearing this is all the hint you need, but if it's not, you can ask Nancy's friends for advice. It's very well done!
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I love this! Another great couple of examples of nudges and hints are 1) The Long Dark (for nudges. In survival mode, most of the player character's voice lines are things like -I'm so hungry I could eat a horse- and -night's coming on, I need to find some shelter-. Little things to remind the player to check their stats or prepare. These work really well because I, too, would talk to myself in these circumstances. and 2) The Nancy Drew games by HER Interactive all have an in-game hint system where you literally get on the phone and call a friend (one of the other book characters; Bess, George, Ned, or the Hardy Boys) for help. It's nice because by calling them you also get access to extra story, as each of them normally has something silly going on back home (like trying and failing to learn how to cook, and before you ask for a hint you get to hear Nancy relay the story as she knows it so far. Sometimes just hearing this is all the hint you need, but if it's not, you can ask Nancy's friends for advice. It's very well done!
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-GamergaidenX
My favorite player nudges are the ones that prevent me from wasting time trying to get something I can't get yet in a level. Like there's a gap and maybe enough of a ledge or something to make me think I can platform over the gap and grab a collectible. But it's actually impossible until you get a double jump ability or grappling hook or something. A lot of games may have an obvious indicator like Ocarina of Time's wooden markers for a grappling hook or something like that but sometimes I'm not sure if I'm just bad at the game or I'm missing an ability.
Then the character nudges with -Hmm. I may have to come back for that later when I can maybe jump farther- and I know I can continue on my merry way until I unlock said ability. Although it is so aggravating as a completionist when I can't grab everything on the first run through a level, I appreciate when I can just move along (although a way to mark in game maps with icons to remember where that -gap- IS later would be appreciated as well)
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My favorite player nudges are the ones that prevent me from wasting time trying to get something I can't get yet in a level. Like there's a gap and maybe enough of a ledge or something to make me think I can platform over the gap and grab a collectible. But it's actually impossible until you get a double jump ability or grappling hook or something. A lot of games may have an obvious indicator like Ocarina of Time's wooden markers for a grappling hook or something like that but sometimes I'm not sure if I'm just bad at the game or I'm missing an ability.
Then the character nudges with -Hmm. I may have to come back for that later when I can maybe jump farther- and I know I can continue on my merry way until I unlock said ability. Although it is so aggravating as a completionist when I can't grab everything on the first run through a level, I appreciate when I can just move along (although a way to mark in game maps with icons to remember where that -gap- IS later would be appreciated as well)
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-elderberryva9282
The Sholmes/Naruhodo Deduction sequences could-ve been such a fun addition to Ace Attorney had they not just been like
-You glanced at the -candlestick-! - (time stops)
-That doesn-t sound right, Mr. Naruhodo. -
-I agree. -
-So you agree with me that it isn-t right. -
-Yes, I do agree with you that it isn-t right. -
-The question now is what he was actually glancing at. -
-Yes, I agree. -
-People typically look at things when they glance at them. -
-Yes, I agree. -
-And if he-s looking in that direction, he-s probably looking at something in that direction. -
-Yes, I agree. -
-But not the candlestick. -
-Yes, I agree. -
-I believe it would be best if you were to look in that direction as well, Mr. Naruhodo. -
-Yes, I agree. -
-(Hmm- Something -in that direction--)-
Edit: and then there are only like 2 other possible options
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The Sholmes/Naruhodo Deduction sequences could-ve been such a fun addition to Ace Attorney had they not just been like
-You glanced at the -candlestick-! - (time stops)
-That doesn-t sound right, Mr. Naruhodo. -
-I agree. -
-So you agree with me that it isn-t right. -
-Yes, I do agree with you that it isn-t right. -
-The question now is what he was actually glancing at. -
-Yes, I agree. -
-People typically look at things when they glance at them. -
-Yes, I agree. -
-And if he-s looking in that direction, he-s probably looking at something in that direction. -
-Yes, I agree. -
-But not the candlestick. -
-Yes, I agree. -
-I believe it would be best if you were to look in that direction as well, Mr. Naruhodo. -
-Yes, I agree. -
-(Hmm- Something -in that direction--)-
Edit: and then there are only like 2 other possible options
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-Baba_Muni
I disagree with the cookoff boss fight. Its just how to devs intend it to be. its a boss battle after all and there has to be stakes involved. The goal of the mechanic here is to make you pick the wrong one all the while actively trying to dodge everything. A test of your reflexes. Not everything has to be so flushed out then it ll make the rewards portion of it less satisfying. I mean all the bosses in the game is pretty elementary. Nothing so vexing to make on rant about. Not every design choice needs to be questioned just because of our own inability. Similar to proponents of EASY MODE in souls games.
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I disagree with the cookoff boss fight. Its just how to devs intend it to be. its a boss battle after all and there has to be stakes involved. The goal of the mechanic here is to make you pick the wrong one all the while actively trying to dodge everything. A test of your reflexes. Not everything has to be so flushed out then it ll make the rewards portion of it less satisfying. I mean all the bosses in the game is pretty elementary. Nothing so vexing to make on rant about. Not every design choice needs to be questioned just because of our own inability. Similar to proponents of EASY MODE in souls games.
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-doctorboots1604
I really liked how Guardians of the Galaxy handled this. It's about 90% Rocket calling you a dumb-ass and just pointing directly at the thing you need to interact with. But it's also usually countered with a direct response from Quill confirming that he'll do it in a minute, he's just exploring and looking for hidden treasure.
As for Ace Attorney. Yes those games desperately need a -I know what I'm doing- option especially in the first case. I've played all these games before Capcom, I know how to check the court record, press for information and point out contradictions.
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I really liked how Guardians of the Galaxy handled this. It's about 90% Rocket calling you a dumb-ass and just pointing directly at the thing you need to interact with. But it's also usually countered with a direct response from Quill confirming that he'll do it in a minute, he's just exploring and looking for hidden treasure.
As for Ace Attorney. Yes those games desperately need a -I know what I'm doing- option especially in the first case. I've played all these games before Capcom, I know how to check the court record, press for information and point out contradictions.
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-NickPiers
I've never seen the Super Mario Bros example of subluminal learning, before but that's a great example. The first time I learned about subluminal learning was from Half-Life 2 and its commentary. They talk about teaching players a new skill in 3 stages.
First stage is showing you the skill or having an NPC tell you what to do.
Second stage is testing to see if the player understands the skill and uses it in a safe environment.
Third stage is a more dangerous skill testing area. So, similar to the Mario jumping example, but expanded upon.
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I've never seen the Super Mario Bros example of subluminal learning, before but that's a great example. The first time I learned about subluminal learning was from Half-Life 2 and its commentary. They talk about teaching players a new skill in 3 stages.
First stage is showing you the skill or having an NPC tell you what to do.
Second stage is testing to see if the player understands the skill and uses it in a safe environment.
Third stage is a more dangerous skill testing area. So, similar to the Mario jumping example, but expanded upon.
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-Palidupe
the compton nightmare bosses say that stuff because the narrator and the judges are messing with and bullying you the entire time. They dont want to help they just bark the rules and insults. I can understand how it comes off as the hints being too obvious that fight and even if the intention was just to bank off comptons anxiety as a theme, makes sense how the conclusion was -I dont know which blob is right-. Weirdly the solution would be raz talking back with a -Their all just pink blobs! - or something so its clearer to the player.
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the compton nightmare bosses say that stuff because the narrator and the judges are messing with and bullying you the entire time. They dont want to help they just bark the rules and insults. I can understand how it comes off as the hints being too obvious that fight and even if the intention was just to bank off comptons anxiety as a theme, makes sense how the conclusion was -I dont know which blob is right-. Weirdly the solution would be raz talking back with a -Their all just pink blobs! - or something so its clearer to the player.
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-eoincampbell1584
I loved how Zagreus talked to himself in Hades. Most often the things he says aren't even nudges they are just expressions of frustration at certain enemies or worry over upcoming bosses that always seemed in line with my experience as the player and made the gameplay feel even more in line with the character than it already was.
Then because of those lines when there was a nudge (like when he reminds himself about the status of his current keepsake) it felt completely diegetic.
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I loved how Zagreus talked to himself in Hades. Most often the things he says aren't even nudges they are just expressions of frustration at certain enemies or worry over upcoming bosses that always seemed in line with my experience as the player and made the gameplay feel even more in line with the character than it already was.
Then because of those lines when there was a nudge (like when he reminds himself about the status of his current keepsake) it felt completely diegetic.
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-bitnewt
It's such a good game, I was surprised to find they didn't have the option to turn off the hints or specifically ask for them instead. There were times when I saw a puzzle and decided to explore the area for collectables first, and the game decided that I took too long and just told me the solution to the puzzle before I got to try it myself.
How did it get through QA, since the rest of the game is so polished? I wonder if it was a late addition, forced by executives or something.
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It's such a good game, I was surprised to find they didn't have the option to turn off the hints or specifically ask for them instead. There were times when I saw a puzzle and decided to explore the area for collectables first, and the game decided that I took too long and just told me the solution to the puzzle before I got to try it myself.
How did it get through QA, since the rest of the game is so polished? I wonder if it was a late addition, forced by executives or something.
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-HavardFandrem
-A Way Out- was so aggressive with its player nudges that it ruined the whole game, pretty much. It only gave you a couple of seconds to figure things out before it, both with audio and visual cues, explained everything to you.
The game: You have to get inside this barn.
Me: Oh, I bet there is something around here I ca-
The game: The window is open. You should use this ladder. We highlighted for you.
AAAARG.
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-A Way Out- was so aggressive with its player nudges that it ruined the whole game, pretty much. It only gave you a couple of seconds to figure things out before it, both with audio and visual cues, explained everything to you.
The game: You have to get inside this barn.
Me: Oh, I bet there is something around here I ca-
The game: The window is open. You should use this ladder. We highlighted for you.
AAAARG.
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-BacadoTheSkoggy
Okay but for that boss battle you-re specifically supposed to not know which ingredients was which. It-s about random chance and not actually recognising the blobs.
The voice lines in that section aren-t nudges, they-re meant to be teasing and atmosphere setting.
That being said they probably could have reeled it in with teasing the player on an already pretty frustrating part of the game.
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Okay but for that boss battle you-re specifically supposed to not know which ingredients was which. It-s about random chance and not actually recognising the blobs.
The voice lines in that section aren-t nudges, they-re meant to be teasing and atmosphere setting.
That being said they probably could have reeled it in with teasing the player on an already pretty frustrating part of the game.
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-Kram1032
The vomit blobs are not possible to tell apart, I don't think. They are completely random. First two rounds are more likely to spawn the right ingredient, last round is more random.
The point of those lines weren't nudging. It was meant to be frustrating, fitting a mind that's all about being judged and social anxiety
(Source: The DoubleFine video where they watch a speedrunner beat their game)
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The vomit blobs are not possible to tell apart, I don't think. They are completely random. First two rounds are more likely to spawn the right ingredient, last round is more random.
The point of those lines weren't nudging. It was meant to be frustrating, fitting a mind that's all about being judged and social anxiety
(Source: The DoubleFine video where they watch a speedrunner beat their game)
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-jonathanlautre489
The absolute worst offender in the game for me was the letter writing level. The story behind the level and the execution were so beautiful, and this Aha! moment when you realize what you were meant to type with the type writer would have been such a powerful experience. .. if the game didn't up and just tell you what it was before you were given even one minute to think for yourself.
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The absolute worst offender in the game for me was the letter writing level. The story behind the level and the execution were so beautiful, and this Aha! moment when you realize what you were meant to type with the type writer would have been such a powerful experience. .. if the game didn't up and just tell you what it was before you were given even one minute to think for yourself.
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-anna_freya
Totally agree on the Ace Attorney point - just let me play, don't tell me the same thing over and over! It feels like you're stuck in dialogue hell and you keep pressing the -read again- button instead of -next- - I've only played the Layton/Ace Attorney crossover, which I know isn't the best example of either franchise, but I get the impression all AA games are kind of the same
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Totally agree on the Ace Attorney point - just let me play, don't tell me the same thing over and over! It feels like you're stuck in dialogue hell and you keep pressing the -read again- button instead of -next- - I've only played the Layton/Ace Attorney crossover, which I know isn't the best example of either franchise, but I get the impression all AA games are kind of the same
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-rachelrachel9152
Pokemon is interesting bc the question of nudges is more about when you forget what to do. Like typically it is said in dialogue what exactly needs to be done to take you to the next step, but if you're 7 and weren't paying attention and don't remember there's a plot until a month later, then the question is is there an obvious enough npc that can remind you what to do
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Pokemon is interesting bc the question of nudges is more about when you forget what to do. Like typically it is said in dialogue what exactly needs to be done to take you to the next step, but if you're 7 and weren't paying attention and don't remember there's a plot until a month later, then the question is is there an obvious enough npc that can remind you what to do
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-drewberwocky
I helped make the first game. The second was terrible. It spits put what to do every second so often it made me erase and ignore the game forever. Rip double fine. Tim sold out to MS. Hence why the nudges exist so much. For those console kids that refuse to die or do anything with brainpower. Hugs to the video but the game and now my old company is gone
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I helped make the first game. The second was terrible. It spits put what to do every second so often it made me erase and ignore the game forever. Rip double fine. Tim sold out to MS. Hence why the nudges exist so much. For those console kids that refuse to die or do anything with brainpower. Hugs to the video but the game and now my old company is gone
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-ericoliverio5514
In a livestream, Tim Shafer said it was probabilistic on whether the item you picked up was the correct one, so there doesn-t appear to be a way to tell which item was which in Compton-s Cookout. I think the comments were just annoying.
I did had issues with the outlets in Ford-s barber level and wished they fleshed out the nudges there more.
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In a livestream, Tim Shafer said it was probabilistic on whether the item you picked up was the correct one, so there doesn-t appear to be a way to tell which item was which in Compton-s Cookout. I think the comments were just annoying.
I did had issues with the outlets in Ford-s barber level and wished they fleshed out the nudges there more.
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-DupeFortGaming
The line -if your low intelligence score makes you miss perception checks like this- made me reconsider life and existence. Why does my brain throw in a red alert and go into overdrive to fetch the nugget of information that a perception check uses Wisdom, not Intelligence? How is this relevant to the survival of our species? I need to go lie down.
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The line -if your low intelligence score makes you miss perception checks like this- made me reconsider life and existence. Why does my brain throw in a red alert and go into overdrive to fetch the nugget of information that a perception check uses Wisdom, not Intelligence? How is this relevant to the survival of our species? I need to go lie down.
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-speedracer2please
Oh man, I couldn't figure out game logic whatsoever before 2008, and then get so bored with all the hand-holding after 2016 or so. Psychonauts 2 was an exceptionally great story experience, and I didn't even realize how much of a role this played in that. I did hate the kitchen level though lol it was so gross and difficult at the same time.
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Oh man, I couldn't figure out game logic whatsoever before 2008, and then get so bored with all the hand-holding after 2016 or so. Psychonauts 2 was an exceptionally great story experience, and I didn't even realize how much of a role this played in that. I did hate the kitchen level though lol it was so gross and difficult at the same time.
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-hallo4411
I have this problem with psychonauts 2 too. The thing is since there were thousand hidden dialog lines in the first one I was trying to get as much dialog as possible. This lead to the game spoiling me the Hospital level otherwise It was helpful in Fords follicles. Bc of that I was a bit disappointed at the beginning of the game
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I have this problem with psychonauts 2 too. The thing is since there were thousand hidden dialog lines in the first one I was trying to get as much dialog as possible. This lead to the game spoiling me the Hospital level otherwise It was helpful in Fords follicles. Bc of that I was a bit disappointed at the beginning of the game
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-zachwilkens7524
I'm glad I clicked because I love Simone's videos but by the title alone I almost didn't because I haven't played the Psychonauts games. If this video had been titled something like -Psychonauts 2 and video game hint systems- I think it would pull in more views with a more accurate description!
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I'm glad I clicked because I love Simone's videos but by the title alone I almost didn't because I haven't played the Psychonauts games. If this video had been titled something like -Psychonauts 2 and video game hint systems- I think it would pull in more views with a more accurate description!
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-SBJ_Tube
When you're sweeping an area for collectibles/intel/powerups and your AI follower is INCESSANTLY telling you -HEY IDIOT, Let's GOOOO already! - Red Dead Redemption 2 does this in the tutorial for checking an area for valuables. I (correctly) sensed this as a bad sign for my enjoyment with the game.
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When you're sweeping an area for collectibles/intel/powerups and your AI follower is INCESSANTLY telling you -HEY IDIOT, Let's GOOOO already! - Red Dead Redemption 2 does this in the tutorial for checking an area for valuables. I (correctly) sensed this as a bad sign for my enjoyment with the game.
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-bunshine
the food clumps in the bossfight are random and they dont actually look like the food you pick up at all, it's on purpose. they look the same by design. you're not supposed to look at them and immediately know which one you need - you have to determine that after picking them up
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the food clumps in the bossfight are random and they dont actually look like the food you pick up at all, it's on purpose. they look the same by design. you're not supposed to look at them and immediately know which one you need - you have to determine that after picking them up
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-ShenDoodles
This was a great video, partially because it gives two of my favorite games I played in 2021 more attention. One of the best moments from There Is No Game: Wrong Dimension is a puzzle that basically has the solution explained to you without explicitly telling you what to do.
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This was a great video, partially because it gives two of my favorite games I played in 2021 more attention. One of the best moments from There Is No Game: Wrong Dimension is a puzzle that basically has the solution explained to you without explicitly telling you what to do.
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-nomnoom8403
My most memorable strong nudge was in Batman Arkham Asylum where you had to scan a painting of the warden and it took me like 10-15 minutes of hearing the riddler screaming at me to figure out I was scanning the wrong picture. Granted I was like 9 when I played it.
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My most memorable strong nudge was in Batman Arkham Asylum where you had to scan a painting of the warden and it took me like 10-15 minutes of hearing the riddler screaming at me to figure out I was scanning the wrong picture. Granted I was like 9 when I played it.
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-StriderHoang
With as vocal Paychonauts 2 is, I always personally thought they wanted to fill the time with voice works and nudging. The cooking boss is already long and grueling, it was nice to break up the monotonous attack pattern recognition with some nice voice lines.
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With as vocal Paychonauts 2 is, I always personally thought they wanted to fill the time with voice works and nudging. The cooking boss is already long and grueling, it was nice to break up the monotonous attack pattern recognition with some nice voice lines.
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-dudacampos6841
God of War 4 has some pretty good dialogue, but sometimes you're exploring an area, trying to find some secrets and Atreus starts going -I don't know why we're still here- and I feel like yelling -DUDE, chill out, let me explore or Imma snap your lil neck-
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God of War 4 has some pretty good dialogue, but sometimes you're exploring an area, trying to find some secrets and Atreus starts going -I don't know why we're still here- and I feel like yelling -DUDE, chill out, let me explore or Imma snap your lil neck-
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-mishx62
I hadn't even realized the cooking challenge lines were nudges, I thought they were just randomly mocking me because that's what happens in this cooking show, and I'm still convinced you're just meant to pick them up and hope you've randomly taken the right one.
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I hadn't even realized the cooking challenge lines were nudges, I thought they were just randomly mocking me because that's what happens in this cooking show, and I'm still convinced you're just meant to pick them up and hope you've randomly taken the right one.
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-maverickREAL
The Skunkape remaster of Sam and Max: Beyond Time and Space has optional nudges, you can turn the frequency of them up and down. They're all hilarious, in character and not super obvious, and never come off as -condescending, - at least in my opinion.
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The Skunkape remaster of Sam and Max: Beyond Time and Space has optional nudges, you can turn the frequency of them up and down. They're all hilarious, in character and not super obvious, and never come off as -condescending, - at least in my opinion.
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