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Submitted by pixlbit 485d ago | opinion piece

Kid Gloves: When Hand Holding Goes Too Far

PixlBit | "As I was moving into the end game of Metal Gear Rising: Revengeance, I was tasked with finding three power couplings to unlock a door. It was a simple enough job, but in a game that had been almost entirely a linear affair, I was glad to have the rails taken off if even for a small section. It turned out that this wasn’t the case; any time I got remotely close to one of the power couplings Doktor would chime in on my codec to inform me that I was near my objective. Frowning, I destroyed the coupling and repeated the task with Doktor telling me exactly where to go and what to do. It made me realize just how much game design has changed in recent years, and what needs to be done to combat the need for constant hand holding that game designers have developed." (Metal Gear Rising: Revengeance, PS3, Xbox 360)

Sketchy_Galore  +   485d ago
There are definitely too many games these days that tell you everything you need to do and exactly how to do it. I always feel like something has been taken from me when a puzzle is explained too much before I can put my solution into action. Even when I'm playing alone and even when I've already solved it, having the NPC with me or some hint say something like, 'maybe we can use this rope' always takes away some of the joy of solving the thing.

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