23:12 “this is scratching the surface of what unlock systems can do” Can’t wait to unlock the rest
@cmdraftbrn
2 жыл бұрын
for the low low price 99 99 99 you took can buy this unlock
@miserablepumpkin9453
2 жыл бұрын
...You. I like you.
@jellycore1316
2 жыл бұрын
AYYY HAH XD
@peardude8979
2 жыл бұрын
I’m surprised you didn’t mention any of the LEGO games. They’re all about unlockables. Playing through the story unlocks a good amount of characters, and you can use the studs you gained to buy the rest. Earning more gold bricks can also be used for cool stuff that varies from game to game. There’s also the ultra hidden red bricks, that unlock cheat codes for the game. It could be stud multipliers (that all stack), big head mode, infinite health, a minikit detector, all sorts of cheats are unlocked if you put in the effort and time to find them all.
@cullenlatham2366
2 жыл бұрын
but it also is not without its flaws. for one, the lego games all have the same unlocks when you boil it down to the categories you used. With no variation on the red brick powers, and some being cosmetic while others are functional, the mileage you get out of finding them varies. Detectors are all but required for completionists and multipliers break the game a bit too much. Red bricks are not the most complicated thing to get, even when they have the most devious puzzles, and depending on how early the functional ones are obtainable will greatly change the experience with the game. If a multiplier is found early and the player knows just how powerful they are, the high buying price doesnt mean anything, in fact it might be a hinderance. If a multiplier is available, it is wisest to save up for it, but that also means willingly ignoring everything else, again not helped by the fully cosmetic rewards that are treated as an equal reward. The short version is that players will optimize the fun out of the game from the moment a multiplier is revealed until it is finally bought, after which the fun that returns is greatly reduced. On top of all of that, the games cant decide if they want to be balanced around the multipliers or not. Sometimes, it is fun to try and fill the greed meter, for lack of a better phrase without the multipliers, yet in other instances certain levels feel so stingy that it is trying to push you into turning one on. Once you get every multiplier and stack them, all of the sudden the greed meter is no longer a mechanic. A single stud, even of the lowest value, will instantly fill the meter, and with so much money there is no more effort to any criteria that is bought. By invalidating the meter, there is less reason to exlore or destroy the environment, and the games are rarely subtle about the reward tier for a puzzle. With red bricks out of the way, next up is characters. They are arguably the best rewards in the series because there is always a level of mystery involved. What can they do? Who is the silhouette? etc. The problem again comes from quantity. If each character had a unique skill, that would mean every puzzle became overly strict and it would pose the problem of creating walls for the player that cant be overcome without grinding to find the secret they missed. Instead, that means skills are shared between characters, with the only difference beyond branding being the power combinations, and in most cases a custom can handle managing the ideal combination for the player. When you get a large enough pool of characters, each new character has less impact as they have nothing to offer. Mix that with franchise knowledge of varying degrees and players start knowing the exact move set of each character without ever using them. If there is a secondary money lock, players will actively skip over characters not because they dislike them, but because there are better things to spend the money on. Gold bricks also rarely have much practical use in game, and it is well known that the reward for finding all of them is never worth anything more than bragging rights, with a few exceptions. They do have one advantage, though. they are the only reward with a consistent value. Do something that needs rewarding? gold brick. The first gold brick feels as good to collect as the last, minus any benchmark hype that comes with one. The problem is that they are the ONLY collectable to have the same emotional weight and reward value regardless of when they are collected. Minikits are generally decent, but they fall into one main problem outside of the varying utility based off the completion reward that is dependent on entry. The issue in question is not exclusive to minikits, so i will address it elsewhere. And now fore "elsewhere". My single biggest complaint about the series really comes from how they handle levels and "replay ability". No lego game can be completed unless you play every level at least twice: once for story and once without the restrictions of story. The issue is not that you have to replay the level, but that it is very rare for a level to offer a new experience when replaying. Rush to where the barrier (that was impossible to clear during the story) is, smash it with the corresponding power, rush to the next barrier, repeat until everything is gotten, then rush to the goal to save the new stuff to the collection. The only complexity comes if you failed to find the barrier in the first run, or if you start replaying without at least one character with each power in the game. The series got a lot better when it started using "open worlds" for hubs, as most of the rewards started to match the effort put into them, but it did not inherently fix the problems the series had before. It instead tried to offset them by adding variety, and whether or not it works will depend on the entry in question and the player who is experiencing the game.
@psycless
Жыл бұрын
@@cullenlatham2366 how do i like a comment more than once
@mjc0961
Жыл бұрын
@@cullenlatham2366 LEGO games sure got tiresome really quick. And instead of fixing any of these problems, they just added microtransaction shops. No thanks.
@cullenlatham2366
Жыл бұрын
@@mjc0961 i can still enjoy one occasionally, but it has been a while since my last one, and micro transactions sounds new to me. If that is true, then i will probably stick to the collection i already have and just replay them when the whim arises. If nothing else, i can give the games credit for having decent couch co-op.
@kirbofan304
5 ай бұрын
You forgot the best of them all super gone droids
@ronarscorruption
2 жыл бұрын
Unfolding games - games that change the way you play them as a result of an unlock - are one of my favorite kind of games. Take any Castlevania or metroid as a easy examples: you unlock new abilities as you progress, and each can change how the game works plays.
@shinigamimiroku3723
2 жыл бұрын
Especially Metroid, which rewards you for unlocking abilities outside of their primary sequence.
@jasonreed7522
2 жыл бұрын
I think 2 good examples of this are Super Mario Sunshine where you unlock 2 nozzles and yoshi, all of which radically change your available movement abilities. And the Pikmin series where you unlock new types through the games normal exploration cycle, and each type grants you new abilities to solve different puzzles which further enables the core gameplay loop.
@DarkBloodbane
2 жыл бұрын
Old Classic Castlevania series aren't metroidvania BTW. However I agree that metroidvanias are great examples of games with unlockables.
@Shrooblord
2 жыл бұрын
Games that recontextualise previously unlocked content or storylines are also epic. I love it when games go just that little step further to make unlocks not only cool, but immersive
@Pixelhurricane
2 жыл бұрын
A really interesting example of this that came out recently is a deck-building game called Inscryption, it may seem like a simple rougelite at first but it evolves in a really cool way that you really just need to experience for yourself! The game doesn't truly start until you hit New Game, may sound redundant but it's true
@cal5365
2 жыл бұрын
The worst is the reward unlock that is completely useless once you get it and would have only been useful in the task you were doing to achieve it.
@daniel_361
2 жыл бұрын
That's why I like when games' final rewards for 100% or challenge modes are useless, like the golden turd in BotW. If a player goes all the way to get everything a game has to offer or to beat the most difficult challenges, it's already clear they're doing it for the sake of it, not because they expect a useful reward.
@dillon3213
2 жыл бұрын
Kind of like the Ultima weapon from kingdom hearts 3d
@ShinigamiKristak
2 жыл бұрын
TVTropes has a name for it: Bragging-Rights Rewards.
@juanrodriguez9971
2 жыл бұрын
Yeah, I prefer way more just a cool mark on my main screen rather than a powerful weapon which becomes useless and will never see the light of day.
@cesarkopp2
2 жыл бұрын
@@juanrodriguez9971 I like mechanics as rewards. Give me clip mode, infinite ammo, god mode, superspeed, infinite combo... So I can at least broke some of the game rules and have some fun with mobs.
@xmgaming2444
2 жыл бұрын
The Binding of Isaac has always been a really interesting case to me. Each unlock (with very few exceptions) adds some item, character, mechanic, etc to the game that makes it just that much more complicated when going for another unlock. You don't really get anything for unlocking everything on a save file (except a cool drawing on your save file select screen), but the real reward is that once you have everything unlocked, you can play the game however you want to, and with every possible item, character, and mechanic at your disposal. I've found that playing once the game is completed is way more fun, despite what the hundreds of hours getting to that point might have you think.
@FirionLeFleur
11 ай бұрын
I'm making my way through afterbirth + on PS4 and once I buy repentance I'm gonna transfer my save data to the PS5 so I don't have to do my 300+ hours of gameplay again lol
@amshigar0092
2 жыл бұрын
Unlocking new characters in Fire Emblem has been an interesting field to look at, due to how many characters exist in the series and some of the more creative and unorthodox ways of recruiting them have been made. Radiant Dawn had a boss character who recruits themselves to your side if you put a non-combat unit within walking distance of them, or one in both of Ike's games that requires you to sit a specific unit in an area of a desert map before they even show up. while Shadow Dragon infamously locked optional side chapters and the characters in them behind permanently losing characters, due to the content being designed as a buffer to help players struggling with the main story. The 3DS games notably downplayed the unlock process almost exclusively to just talking to the character with the protagonist or their parent, but there were still a few outliers, like one of the bonus characters in Awakening being required to be spoken to with Chrom three times before they'll finally join, or a few characters in Fates requiring you to upgrade certain buildings in your home base to a certain level before the they will join you.
@ThePaulineu
2 жыл бұрын
Thats a really great addition to the discussion, Im an FE fan and didnt even think about that! Thank you!
@DesignDoc
2 жыл бұрын
You know what, that's a really great example. Probably should've mention that but it never came to mind.
@aidankocherhans9861
2 жыл бұрын
I wonder how Stefan was first discovered in path of radiance. Was there ever any real clue on how to get him?
@fl0wey57
2 жыл бұрын
Wow, I’ll be honest. This sounded so fun that I feel very excited to play FE now, more than ever before! So, OP, mind giving me your personal suggestion on where to start or should I just search on youtube for it?
@ThePaulineu
2 жыл бұрын
I would recommend Awakening on the 3DS as an excellent place to start. If you have a switch, can’t go wrong with Three houses too! And if you have the Gameboy advance, I recommend Sacred Stones :)
@egebamyasi2929
2 жыл бұрын
Unlockable in-game cheats are peak videogame design.
@Soumein
2 жыл бұрын
It was definitely the height of enjoyment in Tony Hawk for me. Just don't use Moon Physics anywhere near a roof.
@r6scrubs126
2 жыл бұрын
I remember as a kid when I found the secret star road levels in super mario world I thought I was like one of the only people in the world to find it haha took me so long to complete them all as well. Ah, life before the internet.
@KennKuun
2 жыл бұрын
Kirby Air Ride has one of my favorite unlock systems (It actually inspired Smash Bros Brawl's achievement system shown at 20:43). All of the game's progression comes from the "checklist" system, which is a grid of achievements. Some of them give you a reward, like new vehicles, Kirby colors, and music. Some you'll get by accident, some take extra effort, and some are extremely challenging. I want to call attention to the challenging achievements in particular, because they really synergize with the game's design: The vehicles in Kirby Air Ride are intentionally unbalanced. Most of them are outright inferior to the basic vehicles because of a unique gimmick they have. One vehicle can't turn without coming to a complete stop. Another moves at a snail's pace unless you stop in place and charge it up with gas. One's handling is absurdly bad, frequently causing you to oversteer and slide all over the place. Most people wouldn't use them simply because they aren't good. But certain checklist achievements force you to to MASTER them. And after being forced to learn their ins and outs, you realize just how fun the extra challenge of using these gimmicky vehicles is. I really like Kirby Air Ride's unlockables/achievements because it pushes you to engage with parts of the game you might otherwise avoid at first glance. There's really not much body to the game UNLESS you start doing the achievements. But the achievements significantly increase the amount of time you can spend engaged with the game while keeping it interesting.
@zachb4561
2 жыл бұрын
Hyrule Warriors Definitive Edition is amazing for this: You unlock the characters so spread out that you have time to use each, and then the fact that the original DLC characters are spread out across the originally DLC bonus missions maps is awesome since it gives you a nice incentive to try each of those adventure maps. There are so many weapons and characters, and since there was no crafting that relied on collecting items (like there was in Age of Calamity), every unlock feels earned and not random. It's all skill based and it feels great to find everything!
@NeviTheLettyFan
2 жыл бұрын
Accurate, after playing the difficulty mess of Wii U with the DLCs that don't really connect that well with the main content and the levelling issues I felt surprised by how much better a good unlocking system like DE's can do for the game. Everything feels more balanced and fun to play through.
@kirbywithaknifeisawesome6028
2 жыл бұрын
Only problem is, hyrule warriors has more collectibles than kingdom hearts has retcons and plot points
@mjc0961
Жыл бұрын
Not really. You unlock the characters at level 1, you don't have time to use each because what are you going to do? Take a brand new level 1 character into a mid or end game level and get absolutely wrecked?! No. You're going to keep playing as the one character you started the game as. The alternative is hours upon hours upon hours of repetitive grinding through the earlier missions to get the new character up to snuff. And in a game that's already as repetitive and way too long like Hyrule Warriors? No way, I'm not doing that. Terrible, terrible game design right there.
@felikatze
2 жыл бұрын
I love the sidequest system in Neo: The World Ends With You. It's styled as a social network, showing connections between the main characters and the various side characters you help out along the way. And you even get small perks for helping out NPCs, but those small perks can definetly change how you play, for example letting you equip multiple attacks to the same button. The perks mean people who don't care about the NPCs will still do sidequests, and you also get character blurbs about those NPCs, to no effect besides random trivia. This random trivia is always fun though, like who one of the main characters bought his skateboard from, or which store clerks are friends, adding a small layer of depth to sidecharacters of otherwise little note. Another note would be how the game handles attacks: Pins, the items that give you attacks, are either random enemy drops, story progression rewards, or found in stores. By all accounts, different attacks are unlockables. However, enemy drop rate can be freely manipulated by how much of a risk you're willing to take. You can set down your level or chain enemy encounters for higher drop rates at the cost of higher difficulty, or even just upping the difficulty setting altogether to get Pins not available on easier modes. And there's still story and store Pins to fall back on for risk averse players, so they aren't locked out of having a diverse moveset. In conclusion, twewy good.
@thatitalianlameguy2235
2 жыл бұрын
Persona 5 but good
@leithaziz2716
2 жыл бұрын
@@thatitalianlameguy2235 Persona 5 but also good ;)
@akiradkcn
2 жыл бұрын
@@thatitalianlameguy2235 yes yes persona 5 inventes urban rpgs
@AnotherDuck
2 жыл бұрын
Nice showing Metroid when talking about not needing a proper reward for challenges. Like the little bit of extra text in Fusion for carrying a shinespark through a significant portion of the area. I think the best thing Super Mario World upgraded from Super Mario Bros 3 was the extra endings. Along with the singular world map, it made it feel more like a complete world to explore, rather than a sequence of levels. So the name is apt. Gonna echo the sentiment that Hyrule Warriors has a satisfying unlocking system. You know what you unlock with what, so you can aim for it, and there's so much there's probably more to unlock even after you get tired of the game. So there's more to do when you get back to it again. The Smash idea of fighting the character you're going to unlock is probably the best kind of double unlock (or single unlock in many cases). It feels like you earn that specific character.
@zachstarattack7320
2 жыл бұрын
Bro I read the title as “how do you make fun unblockables” like three times hahahaa. Thoght thisbdude was boutta talk about a high and low hitting on the same frame
@KnakuanaRka
2 жыл бұрын
Me too. xD Join the club!
@imveryangryitsnotbutter
2 жыл бұрын
I keep reading it as "how do you make fun of unlockables"
@DesignDoc
2 жыл бұрын
I'm shocked at how many people read the title like that lol
@veggiedragon1000
2 жыл бұрын
That's what I thought this was at first too! It's only one letter difference I guess.
@zachstarattack7320
7 ай бұрын
@@DesignDocI JUST READ IT LIKE THAT AGAIN!!!!! hahaha like some eddie shit
@MaceyGSyolky206
2 жыл бұрын
Hyrule Warriors has some of my favorite unlocks, it's not exactly a hard game to complete but there are so many challenges in all of the games that it feels totally different from the main story. Some goals are so difficult that you have to actually prove yourself and overall you'll spend way more time on the game than you initially expected.
@temporalwolf7054
2 жыл бұрын
Some of the most satisfying unlock systems I've encountered, weirdly enough, are the various YuGiOh games. The game starts you with a fairly basic deck that can win but forces the player to really understand the rules, and as you win more, more specialized card packs open up. I realize this can be a double edged sword for some, a veteran player being locked out of their preferred playstyle for example, but for me at least, there's a weird sense of growth as you go from cobbling together a deck to barely scrape by to a deck that feels like yours, and is hanging with the toughest opponents.
@JM-vl3cy
2 жыл бұрын
Starting with a 2002 basic Yugi deck in LotD and finishing with an actually competitive deck that topped a real life major 6 months ago, that was lit
@joaohcovinha
2 жыл бұрын
Design Doc, I have a question for you: Are you really a doctor in design, or in fact a design medic?
@bejeckle
2 жыл бұрын
I took it as a double meaning; doc = doctor / document
@ruolbu
2 жыл бұрын
I think New Game+ could deserve a mention here. It kinda falls in line with cheat code unlocks. The ability to mess around more with the standard game, the ability to do things the game explicitly forbids you from doing the first time around. Personally the thing I enjoy the most is when a game puts in the extra effort to acknowledge that you are messing around. Like if the New Game+ allows you to sequence break and the alternative route has some extra dialogue to highlight that you are sequence breaking. It's the tiny things, where the game tells you "yeah, I see you. Great work" Other than that I enjoy getting optional game mechanics. Something that's not required to get through the game, but that is fun to mess around with. Like a new way to move around (dashing, flying, teleportation) or OP skills like invisibility, enemy manipulation or transformation.
@Late0NightPC
2 жыл бұрын
I was always very impressed by Cry of Fear's unlock system, and how it encourages replaying and mastering the game. When you beat the game for the first time, you unlock a secret "joke" ending which is one big throwback to another game by the developer. Beat that, and you unlock the axe weapon, which is a onehit kill for all normal enemies. Now with that, if you can speedrun the game in under 2 hours, you unlock the Camera, which will permanently freeze all monsters you photograph except for bosses. With the Camera, nightmare difficulty becomes far more manageable since landing headshots becomes much easier with the insane enemy HP, and clearing Nightmare unlocks the Famas, which has infinite reloads. With that, you can easily beat the bosses of the game on nightmare no problem, and now, using the Camera, Famas, and Axe, if you can clear Nightmare with an S rank, you get an infinite ammo flamethrower, making the entire game a cakewalk. Each unlock is specifically designed so that it makes the next unlock much easier to obtain, allowing players to constantly replay the game and still have things to unlock, while also encouraging mastery of the game thanks to the final unlock requiring near perfect play in addition to playing on the hardest difficulty. Yet for those true challenge runners, each unlock is technically possible from the start, it is just quite brutal to do. It was the first ever "beat the game on hardest difficulty" type challenge I ever tried completing.
@Xfonic
2 жыл бұрын
ALL of your videos are a mandatory watch for every new team member. And established team members are required to re watch them over and over again. You have the absolute BEST game design discussion point videos on you tube hands down! Thank you for these they DEF help new indie game devs like us. - (Joseph Z.E.G. Team Lead)
@CheeseBlaster
2 жыл бұрын
One game I always liked the way it handled unlockables is SA2. After getting the Light Speed Dash or the Bounce Bracelet you can to use them in previous stages you already played to get a better time. That, in my opinion, is brilliant.
@CJ-ln5ov
2 жыл бұрын
5:07 That’s so funny, I was playing that difficulty on Nickelodeon All-Star Brawl Online last night. Didn’t know it had a name, though.
@WickedStyx
2 жыл бұрын
you can unlock quite a few things in A Hat in Time, pretty much all of which are well-implemented and not grindy new badges and outfits with in-game currency color schemes, hat reskins, and song remixes by finding rift tokens scattered throughout the many areas stickers just by playing the game and finding them (mainly in the Nyakuza Metro DLC area, since that's when stickers were added) even more outfits, color schemes, hat reskins, and badges by completing challenging ordeals on the Death Wish map you even unlock little bonus platforming stages by finding time rifts hidden in the main stages you'll almost always have a surplus of in-game currency, so things that require that are rarely an issue the Death Wish challenges are sometimes very frustrating, but your heart will soar with pride when you finally overcome a difficult Death Wish and receive your reward the rift tokens reward you for taking time to explore the stages
@timpaul721
Жыл бұрын
I think Kirby Air ride had my favorite unlock system. It's was a giant checkerboard that color-coded if an achievement unlocked something or not. I remember being surprised when I unlocked the white Kirby for seemingly no reason and it became my favorite Kirby color to play as in every game that had Kirby since then.
@juanrodriguez9971
2 жыл бұрын
Bro, this was the perfect chance to talk about The Binding of Isaac, anyone who has played that game can tell you how almost all the content is locked behind achievements, there are 3 ways of getting them: 1. Challenges. 2. Do specific thing. 3. Get boss marks. It's so easy to unlock a lot of stuff that it becomes an injection of dopamine for any begginer, and people would get the hard unlocks after liking the game just that much, also, the boss marks are specially great to get because if you get them in normal mode they are regular writing, get them in hard mode and they are covered with blood which makes for a more impactful reward, even the most useless rewards such as the colored babies from Mega Satan are a nice reward thanks to the marks. The game is just making it even more replayable each gime you unlock something, and all of it starts with a single character and a single goal.
@SirProtagonist
2 жыл бұрын
I think one key thing to think about when designing ability unlocks is to consider what sort of challenges they can bring to the player before letting them have the better stuff. A minecraft modpack called Sevtech Ages does this pretty well, locking items behind different ages. The first age you don't even have access to a crafting table or chests, getting primitive hard to use versions of them instead. Eventually you figure out how to use them, and crawling your way through caveman tech to finally make yourself a basic metal melter and get out of the first age unlocking a bunch of new recipes. It will be rare for an unlock to be as exciting as seeing a regular vanilla crafting table after all of that time without one.
@kurisu7885
Жыл бұрын
The GTA games had some good ones, namely unlocking vehicles through just completing stuff. Tommy getting the Hunter, Claude getting the Rhino, Carl getting the Rhino and the Hydra, and those were mostly for completing extra content and finding extra items. Not to mentioned San Andreas let you unlock a jetpack just by playing the story, and the jetpack became handy in unlocking other stuff
@RJCommunity
2 жыл бұрын
I like having blockable things " In game ", opposed to trophy ( when it's in game, well, it's just there, not in damn steam. And, there's in game tangible reward's )
@juanrodriguez9971
2 жыл бұрын
The binding of Isaac is great at this, there are two places where you see your in game achievements, at the moment of choosing a character and knowing which boss you haven't defeat, and at the status menu where you can find every single item, ending, and unlocked screen you got through the game.
@ultimaxkom8728
2 жыл бұрын
I prefer in-game unblockable moves.
@X-35173
2 жыл бұрын
Burnout Paradise handled unlocks in a cool way. With it being an open world driving game, cars you can unlock roam the world and you have to chase them and take them out (make them crash). Once you bust one you can pick it up from the junkyard to add it to your collection (after a trip to the repair shop)
@turbo__unicorn3370
2 жыл бұрын
A system of unlocks I like is in Kirby Star Allies. The game is full of references to previous games, and beating certain challenges can allow you to unlock boss characters to use yourself, which is awesome. My brother, who is a huge Kirby fan, thinks the Three Mage Sisters are kinda broken, which makes sense since you have to beat a really hard challenge first.
@reubenbailey7491
Жыл бұрын
I think easily one of my favourite unlockables is Maxwell in Don't Starve, minor spoilers but playing through the campaign isn't enough to unlock him, you have to make the character you were using take his place on the throne and you PERMANENTLY loose access to them unless you go through the whole thing again and switch them out with someone else, it leaves a permanent mark on your roster and is a perfect case of an unlock that makes you wonder if it was truly worth it in the end. That's why I have a Wilson pfp people! It's a bloody masterpiece!
@Infinitytacos
2 жыл бұрын
Mario kart had fun unlocks. DS with giving you a new title screen and R.O.B and a secret 7th level in mission mode, the characters in double dash (the all cup tour was crazy JUST to realize i have to beat the star cup in mirror mode), and the wii character unlock system. I'm surprised you didn't talk about mii outfit B.
@mdudegamer
2 жыл бұрын
I remember in Mega Collection Plus I unlocked a few of the games naturally, but did indeed then do the long, boring boot up and exit sequence you described.
@adamn7777
2 жыл бұрын
My two favorite games in terms of unlocks One Must Fall 2097 which had unlocks hidden within unlocks that you get by doing moves you had to read about to find out even exist and Bayonetta which either let you find items through levels and/or accumulate coins to use in a hidden cheat like system
@lolikumadesbear1999
2 жыл бұрын
I like games with "skill tree" mechanics. That includes the sphere grid of FFX too. I like to optimize my characters how I want. That gives me a satisfaction...at the end of the end of the game I got my very own, personalized character through unlocking skills. So I guess my fav unlocking system is accumulating skill points by doing quests, killing monster, reaching new level...
@th-bk8ez
2 жыл бұрын
Tales of Arise has a three tier unlock for character upgrades. First, you need to unlock Titles. These are primarily Achieve unlocks, ranging from story progression, using specific game features like crafting/cooking, to doing minor/major side quests. After you unlock a title, you are given 5 upgrades that you can spend Accumulated points on, one of which is automatically given to you and the others you have to buy if you want them. These unlocks include new moves, new movement options, buffs to the character’s unique skills, and increased damage in specific conditions. Third, if you get all five unlocks for a specific title, you unlock potent stat upgrades.
@lethauntic
2 жыл бұрын
Ace Combat 6's Nosferatu unlock was sick. I don't recall if it was teased before you got it at all, like having it in a locked state on the selection screen. It was really cool seeing and hearing one of your rivals having a technological marvel as a plane, but unlocking Nosferatu was awesome. What was better was selecting the aircraft and realizing that they gave you the whole thing and they didn't hold back. It let you obliterate the invading army on the first mission, something that felt impossible given the time limit. I mean, you can't "win" the mission anyways, but boy was it exciting to use. Another was the Insomniac museum on a lot of the Ratchet and Clank games. I felt like the one they had for RaC 2 and 3 was the best, but the idea itself is always fun, like seeing cut content or concepts that many times returned in future games. However, RaC's "cheats" were almost always quite lame. Big head mode never really excites anyone on the best of days. RaC 2016 let you do a little more, like changing bolts to rupees, which is great, but a little more would have been nice on the topic of secrets.
@ninjabuddy1
2 жыл бұрын
Smash needs fast unlocks to allow full rosters for tournaments, particularly since you don't have memory cards. Melee is a nightmare to get the full roster but you can also dupe the save file and carry it on a card
@buttered_n
2 жыл бұрын
one of my favorites is the tem armor in undertale undertale already parodies so much of the rpg genre and this one true unlockable is no exception its very much a grind but it keeps the charming characters and jokes the whole way
@geschnitztekiste4111
2 жыл бұрын
6:48 You named your town Morioh? Cultured
@malcolmdarke5299
2 жыл бұрын
Sidequests are an interesting way of fitting sources for unlocks into RPGs. You should absolutely make it possible to beat the game without doing sidequests (seriously, if you don't do that, you're inserting additional main-line quests without telling your players that you are - which is terrible design) but having sidegrades, additional upgrades or quality of life features "hidden" behind sidequests is a great way to inject additional interest and reward players for diligence and curiosity. The Might and Magic games (at least 6, 7, 8 and 10) do this. The class promotion quests all give about a level's worth of experience to your characters, but those with the appropriate class get a significant additional bonus - an increase to their Hit Point and Spell Point multipliers and, in M&M7 and 8, higher maximum expertise ranks on their skills. In M&M7, the class promotions even split, with a second-tier promotion available after a certain point in the game - but the exact nature of the quest, the person you talk to to get it and what is improved for the relevant class differ depending upon what choice you made at that point. The Arcomage quests in M&M7 and 8 and the Obelisk hidden sidequests in M&M6, 7 and 8 also provide massive boosts - each tavern you win an Arcomage game in will give you a monetary reward (although only one per tavern), and there's a larger reward (including at least one relic, a significantly powerful piece of equipment) for beating all the taverns in a game. The Obelisks, meanwhile, are dotted around the game world in locations that are often difficult to even find, let alone get to. Finding one gives a cryptic string of letters and spaces. Finding all of the obelisks, and arranging the strings in a certain way, will spell out how to find the reward for finding all the obelisks - which includes spellbooks for the two strongest spells in the entire game. Notably, both the Arcomage quests and the Obelisk secret quests impose no restriction on the order you complete their component parts in - if, for whatever reason, you want to beat the tavern in the highest-levelled part of the game world first, you can.
@TheBLBShow
2 жыл бұрын
Soul Calibur 3 had tons of unlockables. Lots of modes and Challenges too. Was kinda dissapointed with SC4 when it came out cuz it felt like a much smaller game. Same goes for SC5 and SC6 too when compared to SC3
@Triforce_of_Doom
2 жыл бұрын
One thing I really liked with the Ultimate unlock fights at least at launch was the inherent difficulty of the AI at the time. Going from the previous game where you could just body the AI left & right with little challenge to "oh shit did Jigglypuff just wreck my shit?" (if that example is a bit hyperbolic) was a great tone setter. And the fact that you yourself choose when to do the unlock rematch via the door icon in the single player section was neat too. Also the fact that just like in Brawl, every character could also be unlocked via the Adventure mode if you decided to sink time into that.
@Triforce_of_Doom
2 жыл бұрын
as for unlocks in other series, one case of accumulative rewards I really like is Mario Kart 8 Deluxe. Take the "get a vehicle part every X coins" system, put the DLC parts in the pool, & also make that final gold glider part less of a grind while still making sure the player put time into the game for it. And this is while still keeping the achievement type unlocks like having to get stars in every grand prix in Mirror Mode & clearing the time trail ghosts for the other 2 gold parts. And while Deluxe did drop having to unlock a good fraction of the roster via grand prix wins (where vanilla had you unlock 14 of them in a mostly random order, the set order being it always ending with the Mii), winning every GP in 200cc gave you a new Metal Mario skin with Gold Mario as a nice nod.
@lammanning2139
2 жыл бұрын
Shoutout to the fantastic outro music!!
@willcollison1144
2 жыл бұрын
I unlocked all my characters through story mode on smash ultimate. I feel like it made unlocking them rewarding in the accumulative way, and it influenced me to try to use new characters as i went.
@RSTLegacy
2 жыл бұрын
oh man, smash ultimate may feel random at unlock, but for those that we actually played the game on the early release days, man, i can say it actually felt we owned those characters, SINCE THE MATCHES AGAINST THEM WERE SO FREAKING HARD.
@0cellusDS
2 жыл бұрын
My favourite kind of unlock is when complexity is hidden behind accumulative scores. Like what you described in Streets of Rage. New characters are exciting, but they also often have to be learned from scratch. Experienced players will unlock them faster, thus being exposed to complexity much sooner. If people make slow progress in the game, they are forced to stick with the same characters for a while, making it easier for them to learn them properly before getting baited into playing something else.
@pill0h130
2 жыл бұрын
Kirby's air ride's checklist is a neat unlock system
@theEccentrician
2 жыл бұрын
It's worth mentioning the other unlockable for Ultima Weapon in FFVIII, the GF Eden, the most powerful GF in the game and the one with the longest animation, allowing for the highest boost modifier.
@hariman7727
2 жыл бұрын
For Smash Bros Melee, I put the game on the lowest stock match, found a combination of attacker and secondary uncontrolled second player opponent, then I just played hundreds of matches KO-ing the powerless opponent hundreds of times.
@GreenBlueWalkthrough
2 жыл бұрын
I have 3 all time favoite unlockables the RYNO series in the Rachet and Clank games unlocked by paying an inasne amount on moneys intended only after many new game pluses and the weapons and ar,or are OP but insanly fun... The FR-1 fireball hybrid Prop jet plane(It's a real plane by the way) in Freedom Wings a great Combat light game on the DS and a one of the best fictional flight combat games ever... One of the first games I struggled with and still beat and the FR-1 is the most expensive and likly your last plane you buy in the game. And the ADF-01 FALKEN in AC5 you had to find these random hangers 1 out of the way in every so mission in the branching campiagn and destrory each of them then come back for the ones you missed in New game Plus... It's was amazing feeling seeing it my hanger for the first time and still my favoite fictional plane even today...
@Dizzula
2 жыл бұрын
I liked the resident evil remake for unlocks. Beat the game, get a cosmetic outfit change. If you're particularly fast you can unlock the magnum, which will make future runs faster. Use the magnum and you'll probably beat the game in under 3 hours, which will unlock the launcher. So quicker times means better rewards, but separately to that, new difficulty levels also unlock harder challenges, like invisible enemies.
@MercuryA2000
2 жыл бұрын
My first thought about unlock designs was Pokemon. In theory, its a pretty cool unlock design. You track down a pokemon you want, and you catch it. The issue with Pokemon for me however, is that the way its designed disincentivizes using it on a playthrough. The pokemon you use get stronger, both level-wise and EV-wise than new pokemon, so its a waste to switch. Plus, one of pokemon's core notions is working together with your pokemon, so swapping them out also goes against that philosophy. It should be an achievement system, not a mixed one. Pokemon would really work better if you could, at least relatively early, get most of the available pokemon. That way you could pick your team early and not deal with those hurdles. The kanto games work with this a bit. Once you get passed the second or third gym, you can access pretty much the entire map if you know what you're doing. Its open enough for that. The problem there though, is that in the process of say... getting surf so you can go to the whirl islands and get a seel, you level up to the point where you pretty much are mostly done with the game. There aren't challenges anymore for a while. SWSH could have done this, but they intentionally prevented you from picking your team early. The fluctuating levels combined with the catch level limit means you can't catch certain pokemon until late game, no matter what. It teases you, even if you ignore the fact that some pokemon are weather locked to post game or on the routes to the north. Really, it wouldn't even be too hard to make pokemon more open world. Give routes a starting level value, and make it so every badge you get they gain say, 5 levels. Then, make it so the road blocks aren't tied to plot progression. You can still follow the same path as normal with pretty much no changes, but people who want certain pokemon for their team, or just to explore in general, are allowed to.
@BlackHei711
2 жыл бұрын
My favorite Unlocks are shiny Pokemon. They do absolutely nothing that a regular pokemon can't do, in fact there worse in competitive pokemon because chances are the IVs are gonna be low, But there so rare that very few people have them, so their basically like "Hey do you want to see my blue Ralts?" Even though more recent games have made them a bit easier to get...
@AlastorNahIdWinRadioDemon
2 жыл бұрын
I actually prefer KHIII's task rewards to KHII's because they actually give me access to things I want, Oathkeeper and Oblivion. Same can be said about getting Vergil in DMC3 versus getting any different difficulty in any of the games. I don't really care enough to play through the game again except being more annoyed by it, but I do like the prospect of playing as the great villain character with a different and indefinitely better moveset lol.
@WarrenGarabrandt
2 жыл бұрын
For me, beating Omega Weapon in FF7 wasn't about unlocking anything. It was about bragging rights to my friends for being the first, and eventually it turned into catching up to my friends, so I wasn't the only one who hadn't done so.
@LillianneCloud
2 жыл бұрын
I'm honestly surprised you've not talked about The Binding of Isaac, which basically forces you to play as different characters in order to unlock items that you may want to encounter during your future runs
@KimBaack
2 жыл бұрын
One game Hyrule warriors It does this so well
@Kafaldsbylur
2 жыл бұрын
I must be the anomaly, because I always used Ruby Weapon's gold chocobo to go get Knights of the Round. (Admittedly, that was after getting a set of Master Materia from Emerald Weapon, and mastering it to make copies and get KotR from there)
@owenquencer1757
2 жыл бұрын
There’s a reward that’s debatable if it’s good in dq11 if you beat the time wyrm you get an item so one of you party members can’t die. It’s nice but I s kinda pointless unless your stuck one the final or secret trial on the well of harma
@LEWIS1992
2 жыл бұрын
You said FF7 had a problem of giving you the overpowered item AFTER beating the hardest boss, yet you PRAISED Goldeneye for doing exactly the same thing. I'm confused.
@JazzAbes
2 жыл бұрын
I didn't like the Ni No Kuni car. You unlock the car at the end of the game, which is... kind of useless. I mean, it's nice but you finished the game, so there is no reason to play with the car.
@GGreenHeart
2 жыл бұрын
I agree- the questline to unlock it and the car itself are both really enjoyable, but the fact that there is Nothing left for you to do once you unlock it makes the whole reward fall flat.
@coconutlauncher
2 жыл бұрын
You covered Collectibles and Unlockables, will you also do a video on Missables/Lockables ?
@dystryr
2 жыл бұрын
Surprised not to see any mention of Doom Eternal in this episode!
@EarthboundBenjy
2 жыл бұрын
I personally really enjoyed the unlockable Endless Remix in Rhythm Heaven Wii. Its unlock requires you to get 100% Perfect ratings in all 50 stages in the game, which is a monumental task that only the biggest fans will want to achieve. And it rewards you with a cool new minigame that's pretty fun. Its extreme unlock requirement makes it feel extra special.
@iatwiatw
2 жыл бұрын
JRPGs are notorious at hiding bonus goodies behind achievements or steps that players would never naturally or accidentally accomplish. Cloud and his Materia Blade in FF Tactics, the dope mech in Front Mission 3, and the infamous Zodiac Spear in FF XII. I would rather have SMB Ultimate's too generous approach than those obscure or convoluted triggers. Most players find out about the latter online, and the resulting research and execution breaks immersion and sometimes leads to spoilers. They also sap the joy and surprise out of the process.
@derpybreads2212
2 жыл бұрын
At first I thought it said "unblockables" and I said "why is there falcon, wario, and G&W on the thumbnail? You can block all their moves."
@sor3999
2 жыл бұрын
The GBA version of Final Fantasy 5 has additional content you unlock at the end. The much hyped "new classes" you can get in this version is only unlocked after you beat the game, then beat the additional post-game content. At which point you have nothing left to do with the new classes. This is like the Final Fantasy 7 Ruby Weapon reward, but worse.
@VictorHernandez-vc5zo
2 жыл бұрын
The peak of unlocks has to Mario kart Wii. Anyone with dry Bowser gets instant street cred
@timogul
2 жыл бұрын
I think "work hard, get a random unlock," only really works when the various rewards are all equally desirable, and not overly subjective. If you might get one of ten things, and you have any reason to subjectively _want_ one of them over the others, then having no option but RNG is disappointing. I also think that systems should always have a "plan B," in which highly skilled and motivated players can unlock something quickly via a complex challenge, while more casual players can still unlock it through diligent effort over time.
@Elfos64
2 жыл бұрын
One unlockable I have mixed feelings about is Krusha from Donkey Kong 64. You unlock him by getting pictures of like... I think 15 banana fairies playing the game normally. The game never actually requires you to collect them, you can easily beat the boss with 100% completion without collecting a single one, they're for 101% completion. The way you collect them is really asinine, you have to use a first person view camera and take a picture of them, but they move around a lot and sometimes in inconvenient places, and the game can be pretty finnicky about what counts as a good enough pic. Worse, the camera has finite film, so you can inconveniently run out and need to leave to replenish before you get another chance. Anyway, once you unlock Krusha, you can use him in the multiplayer matches. The game was mostly single-player, but did have a fairly fun if basic and limited multiplayer mode. Also in the game, everyone has guns, each with unique but functionally identical ammo, Krusha's was functionally unique- he had explosive ammo. He was strong, but not too overpowered. Something else I didn't like though was that it didn't matter which single player save file had how much progress, so long as one of them got the quota- and then the unlock was tied to that save file's progress, but was usable to everyone since the multiplayer mode was completely separate from the single player mode. But if that save file beat the game and decided they wanted to delete it to start from the beginning again, they lose all the unlockables that were tied to that save file's progress. And that sucks, it should stay unlocked independently of the save file and be able to be reset separately from the individual save files. Accidentally found that out the hard way.
@Skybot437
2 жыл бұрын
I have a couple hot takes against Metroid for how it handles it's unlocks, but ultimately Super Metroid has some of my favorite unlock paths in gaming history.
@marnenotmarnie259
2 жыл бұрын
i actually clicked on the sponsor link and downloaded it and i just know i'm gonna end up hyperfixating on it so much lolol
@moxopal675
2 жыл бұрын
yknow, i was thought the title said unblockables and thought it would be about fighting game moves that cant be blocked
@pebblessyou
2 жыл бұрын
Me too, I thought "unblockables are controversial? I never knew"
@MrSupersmash93
2 жыл бұрын
How about exploring games with morality system?
@jzrose2084
Жыл бұрын
I like the shiny charm from pokmon
@yurineri2227
2 жыл бұрын
I really like the unlockables in lego game
@wraith4978
2 жыл бұрын
the best unlock systems are on single player games whereas i NEVER want to play any minecraft rpg/mmo server again after spending real life hours over years only for the servers i was playing on to nerf something and no one plays them, then they all shut down with nothing to show for it. BUT the worst offenders for unlocks is definitely skyblock gamemode, it literally is unlocking a new thing by doing the previous thing an exponentially increasing amount of times. (my theory as to why people play that gamemode is to show how much "better" they are compared to others who didn't grind/exploit/afk as much)
@dagamerboi
8 ай бұрын
I like the hades fated list of minor prophecies
@kingsmithgaming8726
2 жыл бұрын
Step one: be Castle Crashers Step two: refer back to step one
@Epzilon12
2 жыл бұрын
Isn’t Emerald harder than ruby? KOTR is sick though
@HighLanderPonyYT
2 жыл бұрын
I dislike when unlocks just make the rich richer. Like in Bayonetta, sure, you can stumble through the game with barely any unlocks but if you do better you get more things which make the game easier... Like bruh, I'd need help if I was doing badly not when I'm already cruising.
@Micchi-
2 жыл бұрын
unlocking all endings in radiant historia
@rage_2000
2 жыл бұрын
“You can now play as Luigi”
@vuboy122288
2 жыл бұрын
You dont play as luigi: he wins on his own doing nothing.
@NinjaPickle
2 жыл бұрын
The 6 most important words in human history
@hilotakenaka
2 жыл бұрын
“You can now play on Easy Mode”
@aidankocherhans9861
2 жыл бұрын
@@hilotakenaka pokemon white 2
@goblinoide
2 жыл бұрын
You left two comments on this video, and both are decent. Nice work. Most comments on youtube are shit.
@GameGod77
2 жыл бұрын
I thought custom moves in smash were really fun, the main problem was the unlock process. The only people up to the task of unlocking them all were hardcore players, but everyone who actually wanted to use them were casual players. Was a HUGE disconnect in terms of design! I think custom moves should've been purchasable from a shop. Just naturally playing any game mode will give you coins, so accumulating them to spend on moves for your favourite characters would be a great goal to have.
@amshigar0092
2 жыл бұрын
Yeah, I had a lot of fun messing around with custom moves in Smash 4 once I actually got them all. Sure they were unbalanced, but they let me practically make my own moveset clones/echo fighters with some of the costume alts, and I really wish I could still do that in Ultimate with how much huger that roster is.
@GameGod77
2 жыл бұрын
@@amshigar0092 Also the fact the dlc fighters didn't have custom moves really sold their image as an after-thought.
@styxranger436
2 жыл бұрын
@@amshigar0092 me personally I feel like customs are more balanced than spirits looking back on it. Sure customs are busted but...y'know.
@HaydenTheEeeeeeeeevilEukaryote
2 жыл бұрын
there were so many things they couldve done give each character challenges to unlocking them design a campaign where many of them are exploration rewards use a character in each game mode to unlock some of theirs’ along the way, like maybe scoring high enough in target blast gets you up special 3 and beating classic on a high enough difficulty without dying gets you neutral special 2, for example and maybe throughout you unlock each of the moves, idk
@monchete9934
2 жыл бұрын
Yup. They were fun to play with on modes like Smash Run but if you wanted to unlock every single Custom Move it's a ridiculously grindy process.
@baconlabs
2 жыл бұрын
I took the explanation for Smash 4's unlocks and interpreted it as "this is why Gacha systems suck, even when you _aren't_ pumping actual dollars into them"
@JM-vl3cy
2 жыл бұрын
*Xenoblade 2 PTSD intensifies*
@TamsmitSam
2 жыл бұрын
@@JM-vl3cy xenoblade 2's system is pretty fun if you aren't targeting a specific character. You get a gradual flow of new interesting characters as you progress, finishing with a ton of variety to chose from at the end since it's a pretty long game. Makes repeat playthroughs fun and unique. I do feel for all the poor souls that spent hours and hours grinding for kosmos though lol
@dswolf9421
2 жыл бұрын
reminds me of unlocking Frost in KM11, you just need to reach her part in the story mode or just buy her. I never saw it as a bad thing because I know TONS of people love frost and just wanted to play her right away
@JM-vl3cy
2 жыл бұрын
@@TamsmitSam the problem is that the process of unlocking blades goes slower and slower as you gradually remove the rare blades from the pull, making the obtention of the last blades you need (Cosmos as you said, Zenobia, etc...) absurdly long. The endgame basically consists of pulling hundreds of useless common blades that you will discard 2 minutes later until you miraculously find one of the rare blades you need/want. It's just not fun. ALSO because it's completely random you might pull a blade on a character that is not made for it and you're basically fucked because you won't be able to pull the blade again on someone else and the items to change a blade user are so extremely rare. So you're stuck for your whole playthrough with a bad character/blade association, all because of randomness. That really sucks and I'm surprised no one on the team realized that "locked party setup" and "randomness" are a terrible association. ALSO ALSO pulling hundreds of common blades you don't care about just to discard them because you don't need them completely goes against the whole narrative of "blades are not just tools, they deserve respect" at the center of the scenario, which to me is a proof that not a lot of thought went behind this system.
@Skeloperch
2 жыл бұрын
@@JM-vl3cy Yeah, it's a terrible system that honestly, in my opinion, makes it the worst of the 4 Xenoblades (counting Torna as its own game). For Gacha Addicts that enjoy dropping a $20 bill 3 times to get a 5 star rarity .png file, it's a great system, because there's no money involved, just luck and time, and the rewards are far more exciting. For most other people, it's a blight. After 240 hours of Xenoblade 2 across 2 playthroughs, I still have yet to unlock Kos-mos or Newt. Xenoblade X, in my opinion, does unlocks far better. The characters that you unlock actually have a lot more going for them than a Blade, which are mostly just weapons with sometimes interesting quests. The characters in X are full fledged party members that combine 2 weapons that don't exist in the same class that you can choose from, and they also have really good sidequests (usually, looking at you Irina, Lao, and L) that reward you with yet more unlocks - the ability to use their signature arts on your main character. Unlocking these characters is also a matter of skill as opposed to time and luck, since you have to complete the prereqs to get their unlock quest, locate where in the huge city their quest is located, and then beat it. They're even appropriately staggered through the story, with characters unlocking as late as... after the end of the main story.
@otakudaikun
2 жыл бұрын
Samus taking off her armor has always motivated me to challenge myself in Metroid games. Sad she doesn't do that anymore. Super, Fusion, and Zero Mission did it best.
@Piizzachuu
2 жыл бұрын
Best unlock of all time is the being able to fight DK at the end of Title defense mode on Punch-Out!! for the Wii. I was so hyped and surprised! Still one of my fav games of all time.
@terrysalt
2 жыл бұрын
They did ruin it a bit by permanently locking you out of Title Defence mode if you lost 3 times which was quite likely to happen against DK since you had no chance to memorise his attacks and how to avoid them before the fight.
@Piizzachuu
2 жыл бұрын
@@terrysalt agreed. But at least once you faced him he’s unlocked in exhibition mode for you to practice.
@terrysalt
2 жыл бұрын
True enough and honestly, even with the title defence mode issue, it was still easily the best game in the series. :)
@Piizzachuu
2 жыл бұрын
@@terrysalt a remaster or another installment would be nice.. 😔
@terrysalt
2 жыл бұрын
I'd want another installment over a remaster. But yes, more Punch Out would be great. :)
@NicoLetterio
2 жыл бұрын
One of the best unlockables in videogame history has to be the Recon helmet back in Halo 3. It was aesthetically awesome and at first there wasn't a specific way to get it, Bungie themselves gave it to anyone they felt deserved it for any particular reason (for example, someone got it for getting killed by a blown away traffic cone in a map). This built a whole legendary status around Recon, everyone wanted it but no matter how good you were at the game, there wasn't a specific task that allowed you to obtain it with complete certainty if completed. Then, after having built said status around it, Bungie updated the game and allowed players to unlock Recon by getting 7 achievements, most of which were really hard and required a lot of effort and skill. Back then, if you saw someone wearing Recon, you knew they were a legend. Changing topic, one cool thing that previous Smash titles did that Ultimate didn't was hiding their unlockable characters. I see how Ultimate couldn't possibly have done it considering that its whole premise was that every previous character was going to be in the game, but back when I was a kid and I was playing through the Subspace Emissary with my cousin, I remember his shocked expression when, being a Pokèmon fan, Lucario appeared. I guess that unlocking something you really like is even better when you weren't expecting it.
@JustinoElArtista
2 жыл бұрын
One unlock that always sticks out to me is in LoZ: Skyward Sword. The game does a great job of introducing the shielding mechanics throughout the adventure. You start with wooden shields. They're inexpensive and do the job. However, they do eventually break and are flammable. The game also introduces an upgrade system to improve their durability, but it does nothing to increase their inevitable odds against fire. Then you come across the iron shield. It costs a bit more than the wooden variety, but it has much more durability and doesn't burn. It even has an upgrade tree too. Unfortunately, it can't block electric attacks, unlike the wooden shield. So if you're looking to be optimized, you'll have to now carry around two different kinds of shields. After that, you'll come across the sacred shield. It doesn't burn, blocks electric attacks, blocks the newly discovered cursed attacks (unlike the previous two shields), and even scares the cursed bokobin enemies. It even repairs it's own durability over time. However, all these benefits come at a small fortune of rupees to purchase. Not to mention that while it does repair itself, its durability pool is abysmally small... upgrades only slightly mitigate that issue. The game can technically be beaten using any of the above shields. The only thing you absolutely need to beat the final boss is a fully upgraded sword, which is obtained through the critical storyline. But one of the NPCs presents the player with a challenging boss rush mode towards the end of the adventure. If completed, he awards the player the Hylian shield. It's 100% indestructible. It can also block any form of attack. Simply owning it means that all three of the other shield types are now obsolete, as well as any carried items used to maintain them. This provides a solid defense in the rest of the game's battles and frees up inventory space for other items (more arrows, more health potions, more fairies, etc.). Again, it's not necessary to beat the game, but is totally worth the effort in unlocking.
@cullenlatham2366
2 жыл бұрын
one small nitpick: iron shield does not mean you have to carry around 2 shields to be optimal. The game makes it pretty obvious that each area is only going to throw one element at you, and to encounter both fire and electric with the same pouch means you had to ignore skyloft when traveling between the 2 regions and their pillars. Any area that does have both fire and electric comes late into the game when the sacred shield is an option. As for the money problem, i can only say "it is LoZ. What money problem?" Yes, the upgrade trees do make the economic stress a bit higher than other entries for a longer period of time, but there is ALWAYS a money-making scheme. In this case, if you are confident in your brain and have a little luck, you can play minesweeper in eldin for money, you can learn the rhythm and visual cues for the diving minigame run by a clown, play some other minigame i am blanking on, or if all else fails you can harvest and sell materials in a countless number of ways. The sacred shield's low durability also is not much of a problem when considering nothing can instantly break it, at least not for a while. As such, if you dont want to devote the pouch space to restoring it in desperate times, you can always pay the price with your hearts...
@JustinoElArtista
2 жыл бұрын
@@cullenlatham2366 🤣 Seems like a rather long nitpick if you ask me. My whole point anyway was about the build up to the Hylian shield. Yes, you can stop at Skyloft and switch out your gear between areas, but having the Hylian shield saves on both inventory space (don't need to worry about a breaking shield or different elements) AND time (one less reason to make a pit stop at Skyloft). This is discussion about beneficial unlockables, not optimizing playthroughs lol
@cullenlatham2366
2 жыл бұрын
@@JustinoElArtista hence "nitpick". just call it an attempt at stopping confusion before it arises. If a new player took the buildup as a guide, they could very well have wasted a pouch in the desert carrying around a shield they did not need. Was not actually arguing any point you made, only clarifying. XD
@ieatatsonic
2 жыл бұрын
On-Ramping complexity is an interesting topic with competitive games. I have to shoutout Dungeon Fighter, and MMO Beat-Em-Up with a very strong PVP mode. You level up your character to unlock new skills but the later skills are both more complex and, if you don't use a hotkey, require more complicated motion inputs. This does mean that you get plenty of time to practice doing inputs like Quartercircle forward or Down-Up (236 or 28) so that by the time you unlock those later skills you don't need as many hotkeys for your earlier skills.
@shinigamimiroku3723
2 жыл бұрын
Ooh, that's a fun one (although sadly I haven't had time to play it in some time)! I love the Gunner class.
@KaliTakumi
2 жыл бұрын
I really like the Smash Ultimate character unlocks, I thought they were really satisfying when I first played the game. I *strongly* disagree that it feels like you're not doing anything specific to unlock characters. You insinuate that you just play the game to unlock characters, but really the task that unlocks them is actually *beating* that character with a character that may not be your main since you haven't unlocked them yet. You can lose these fights and come out empty handed at the end of these intervals, which shows that just playing isn't really what unlocks them.
@TravelocityKirby
2 жыл бұрын
Especially when the game first launched and the AI in those matches can very easily demolish you if you’re not careful or using a character you’re not used to.
@saparapatepete
2 жыл бұрын
true, you still have to beat them, and if you fail, you gotta wait for another chance. Also, the cpu level increases as the rooster gets bigger
@gracenantaya8394
18 күн бұрын
Also, world of light? Like I really feel like that's a huge thing
@danielleanderson6371
2 жыл бұрын
One of my favorites is the one in Stardew Valley: You donate items to the community center to unlock special features, like a new area or a fast travel system. The items you donate force you to try out all of the game's mechanics, so it always feels like you have something new to do, and every room has a few mini-rewards in the form of some nice items. Also, the way they're structured ensures that you're more or less constantly reaching new milestones, since some goals require certain seasons or a certain amount of progress into certain mechanics. Lastly, once you complete the community center, congratulations! You've beaten the main campaign! This itself unlocks new pseudo-community centers to work on, pushing you into the endgame content. Also like every achievement has an unlockable hat, which is cute.
@AbelVargas-tw1my
Ай бұрын
agreed
@1ordTakeo
2 жыл бұрын
Majoras's Mask Fierce Deity Mask, is one of the best Unlocks there are. A 100% unlock, that gives it to you -before- the final boss, which can be used on all bosses. All other masks can be seen as small rewards towards that overarching goal. It's just great, and 10x better than heartpieces or the faries imo.
@thartmann9284
2 жыл бұрын
Splatoon isn't a series particularly known for its unlocks, and that's partly why the system, especially in 2, feels so good to play in. The original Splatoon provided the player's Inkling with the costume they'd wear in the single player campaign upon completion, along with a cool weapon reskin for the basic Splattershot gun. Weapon reskins for the Charger and Roller types could also be unlocked via small missions with an Amiibo. The sequel improved on this by expanding its scope to include a reskin for each basic weapon type, each of which were unlockable upon beating all of the campaign stages. The single-player is just long enough to make sure that the player grasps the weapons, but not hard at all for weapon veterans to complete- a little token of their dedication (which is usable in online matches, alongside the hero's suit) makes Splatoon a surprisingly enjoyable grind. Getting any stage done with EVERY weapon type also presents you a ticket that you can use to increase match won XP, cash, or likelihood of getting an ability you'd like on your gear, so there's incentive to do this for every weapon type if you'd like to optimize your character.
@cullenlatham2366
2 жыл бұрын
honestly, the tickets really are not that worth it. Plenty of outfits in the game, so long as you can adapt your fashion sense, you will get your dream gear eventually. Then you can entirely bypass the rng with enough grinding and scrubbing for chunks, so the tickets that increase chances still get outclassed. All that said, i am a gear leveler, not a gear commit-er. If i have an unknown, i am working towards it. If i ever finish, that is when i will use my chunks to make my dream gear.
@vagabundorkchaosmagick-use2898
2 жыл бұрын
My favorite unlockables are those in Tekken 3. I wish Tekken 7 had unlockable characters and game modes the way Tekken 3 did... I know, I know, in modern days, money is more important, so unlockables become paid DLC, but still. I also would like Tekken 7 had an actual arcade mode, with endings for all characters. In Tekken 3, when you finished the game, you would unlock a new character or game mode and, sometimes, a new outfit for some characters, and also you would watch the ending video for every character; some characters were hidden behind the new unlocked modes, which was also fun.
@leithaziz2716
2 жыл бұрын
Tekken 7's arcade mode is deffinitely one of the most lackluster I've seen in the genre. Guilty Gear Strive's arcade mode felt like a step back from Xrd's Episode mode, but despite that it still gave you a unique tag-team teamup against a boss version of a certain character. You don't unlock anything from it, but the fight itself felt like a better reward than 7's endings which were so short. I can't speak on SFV's arcade mode since I don't play it.
@mads_in_zero
2 жыл бұрын
My favorite part of WarioWare is that there's generally only one vocal song per game - maybe two or three at most. It makes each one feel more special, and usually turns the level that features it into the best part of the game.
@googleplusisgone9435
2 жыл бұрын
I was sad that Gold didn't have one at all (unless you count 18x13, but while that one was pretty fun it was really short and not a stage theme)
@simpsonsfanatic777
2 жыл бұрын
Melee’s unlockable system was grossly unsuitable for a party game. They had the right idea by letting you unlock characters by playing regular matches, but the requirements were way too high, with 1000 being the requirement for G&W and 20 hours of match time for Mewtwo (which I remember cheesing with two controllers).
@koletrain9048
2 жыл бұрын
Yeah, but the quotes they gave to those locked chars when you unlocked them were great reads "A great evil walks the earth, Ganondorf has been unlocked." "Mewtwo's mental powers are now yours to command." "Cute, cuddly, ...and a threat to itself and others, it's Pichu!"
@mjc0961
Жыл бұрын
"They had the right idea by letting you unlock characters by playing regular matches" Nope, that's still the wrong idea for a party game. Party games should have everything unlocked from the start. If characters are locked, you have two choices: leave them locked and the game isn't as fun during your parties because a bunch of content is missing, or go through the process of unlocking everything before the party which means you're good at the game now and stomp all your friends so nobody has a fun time playing. Unless you don't play at all, but then you don't get to play at all, and that's no fun. Nobody wins when party games lock content.
@Breeze926
2 ай бұрын
@@mjc0961 I've always liked having unlockables in party games with an option of a cheat code to unlock everything for when you're just wanting to play with friends in a new file or something.
@breakatmo
2 жыл бұрын
I love the unlocks in The Binding of Isaac. You unlock both characters and items, but a lot of items are won by defeating the various bosses as every character. As of Repentance there are SO many items and characters that you'll be constantly unlocking new things that can alter your next run.
@malicekerendu3574
2 жыл бұрын
With mom's credit card
@valthan5231
2 жыл бұрын
One of my favorite unlocks touches upon a subject that I was hoping would've been discussed a bit more deeply - making the reward appropriate for the achievement. I'm talking about Crosscode's Sergey mode. This mode does two things, adds a huge multiplier on your damage, as well as altering the dialogue throughout the story. The criteria to unlock it? Beat the game, more or less. Imagine if you could get it some other way, like find some macguffin somewhere. It would ruin both the gameplay and confuse the story. But as a new game+ unlock? Chef's kiss, man. Tying both features together in one unlock is also a stroke of genius. The super damage gets old after a few minutes, but paired with the new dialogue gives you an incentive to keep playing that run. Furthermore, the extra damage helps the player find the new conversations that much faster. As for a bad example? Hestu's gift. It's a certificate style unlock at best and a direct insult to the player at worst. A long, difficult and tedious task for a "reward" that practically laughs at your efforts? *Worst. Unlock. Ever.*
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