
If, like this author, you were old enough to grow up during the PS1 era, you’ll remember that visiting websites like GameFAQs and printing off entire walkthroughs was practically a necessity. Games, specifically action adventure games, could be so obtuse that you practically had no chance of progressing without a little extra help. Alternatively, this writer was just rubbish.
The point, however, is that titles were a lot less intuitive than they are today. Developers have learned a lot over the past two-and-a-bit decades, and releases are generally a lot more accessible than they used to be. This extends beyond the dizzying array of options you tend to find in today’s AAA games, but also the way they’re designed. And that’s prompting some debate.
Case in point: there’s growing frustration among some gamers with regards to protagonists outlining the solution to puzzles. We first noticed this topic crop up with Horizon Forbidden West earlier in the year, as Aloy has a propensity to mutter hints under her breath. “I just need to get up to that ledge,” she’ll ponder. “Perhaps I can find something to help me get to higher ground.”

It’s all innocent enough, but many more experienced players feel it’s harming the experience. With regards to Guerrilla’s sequel, it was certainly heavy-handed: you didn’t even have time to analyse your surroundings, before the protagonist was spelling out the solution. This same criticism is now being pointed at another high-profile PlayStation exclusive, God of War Ragnarok.
Personally, we feel the criticism is a little overblown: there’s no doubt characters like Atreus and Mimir will give you hints, but in our experience it takes a few moments for them to speak. Not only that, but we haven’t encountered any areas where supporting cast members outright tell you the answers; it’s usually more of a subtle nudge to take a closer look at a geyser or a contraption. (And if you’re still stuck at that point, there’s always our God of War Ragnarok guide, right?)
Ultimately, we’re a little torn on this. It’s clear that focus-testing feedback is the reason for the hints, as many players just aren’t as familiar with the “language” of game design like enthusiasts are, and probably appreciate the extra help. However, we can understand the frustration: a game like The Legend of Zelda: Breath of the Wild is so successful because it allows you to enjoy that all-important ‘a-ha’ moment.
Perhaps the solution here is to provide the option to delay or disable the offending dialogue entirely? Games are highly flexible these days – for the better, we’d argue – so an option to turn off any hints would likely be welcomed by enthusiasts, without removing the feature entirely for those who appreciate it. It’s certainly something to think about.
What do you make of protagonists spoiling puzzles in tentpole titles? Is it something you’ve noticed more of lately, or is the criticism completely overblown? Do you like receiving subtle tips from characters, or do you feel like you’re being patronised? Point us in the right direction in the comments section below.
Comments 112
I would like to be given the option game by game...
Yeah, don't mind it being there, but would prefer it to be optional. Either you can turn it on or off in the settings menu, or like some games have done where it's like "hey press button if you want hint" and you can do it if and when you want. I think some early Uncharteds did that?
I prefer being free to make my choices in a game. BotW, Elden Ring, etc. It’s freeing. Don’t get me wrong: I like that games are becoming more accessible, but I do feel it’s unnecessary when characters spell things out…. Though I wish the protagonist would’ve just done the puzzles for me in a few games, like Crosscode.
I think it was overdone in Horizon but I don’t mind it if it kicks after a while. Ragnarok doesn’t seem too bad so far.
As a Genshin player who has done a majority of the puzzles in the game as well as the godawful Golden Archipelago event puzzles with no help from any characters discussing puzzles, I welcome characters discussing puzzles when you're talking a bit of time.
It's just better to get it over with and continue on with the game rather than spending a few minutes to...more than a few minutes wondering what you need to do. It's not that gratifying with hints, and not that gratifying without.
Saves you a lot of time. I'm grateful for the feature after playing an action adventure game without it.
Of course, games with puzzles that have more than one way to do the puzzle, I'd rather just do the puzzle my own way. That's why I love immersive sims.
@somnambulance It'd be interesting to see the feedback to a game like Breath of the Wild from a focus group. I feel like most people would bang their head against those trials and get really frustrated.
But at the same time, it's also kinda the beauty of the game.
Definitely an interesting challenge for developers.
I can't stand it, as above I quite like it on the odd occasion where they complain about a puzzle but outright telling me the solution is frankly annoying. If they insist on having them do it I'd like to be able to turn it off, I noticed it in Horizon but haven't in God of War yet but I'm not far in and there's definitely been other games where it's happened.
In general I think there's a little too much hand holding in games and I'd like a bit more freedom to work things out or navigate the world myself
@JudgeDredd I've called helplines, too! But no cassettes for me (only my brother's old ones!) so that does age you a bit! 😂
It’s annoying. Most characters in gaming waffle on too much in general now I wish they’d shut up sometimes.
@get2sammyb Breath of The Wild also benefits from being a less detailed game so its more obvious what you can interact with. I do feel that's one issue other developers have with modern highly detailed games, is that it could be difficult to know what can be interacted without the magic vision that's common now or big button prompts in front of objects. Though characters could at least shut up for a bit 😆
Horizon Forbidden West took it to the extreme! You'd stumble on what looked like a good place to try and get to but no sooner would you swing the camera around to assess the area, Aloy would pipe up with big fat hints, as if the player was a total gonk. It absolutely did my t*ts in.
I'd at least like the option to turn off help and hints in games.
@carlos82 That's true with regards to Breath of the Wild's visual language, but I still reckon the vast, vast majority of people would really struggle with what you're supposed to do in some of those trials.
I almost guarantee the focus testing feedback would be frustration.
You're right, though, the complex graphics definitely don't help.
Not a big puzzle fan and honestly wish they’d just leave them out of games like God of War to begin with!
It's annoying doesn't allow you a few seconds before trying to tell you what to do lol
I only want commentary when the game realizes I've been trying to solve it for 10 hours and I've made no progress.
In situations like those I appreciate a little hint.
@ApostateMage Aloy talked way too much in the sequel. I loved the game but her voice started to really irritate me after a while.
Really isn’t a big deal to me. As long as it’s not every two seconds, I’m fine with it.
@carlos82 they definitely do it in Ragnarok 'I think we need to freeze the water brother' shut up I'm not even trying to solve it yet I'm looking around to see if there's any hidden chests or Odin's ravens lol
I think it should be an accessibility option that you can toggle on or off. I get why it's there, there's people who struggle with puzzles or have learning difficulties that make some tasks hard, so in a way I appreciate devs who include help to cater to all players. But I also agree that it can get annoying and should be an option instead of forced.
Its wonderful, I love it, and I want a lot more of it! (45 year old, lifelong gamer)
I dunno, I would hardly call “jumping onto X to get to Y” a puzzle. So if a character mutters something, it doesn’t bother me.
The thing about Breath of the Wild is that those temples are not only option, they are meant to test you. In THOSE instances, I would be mad if they were “solved” for me right off the bat.
It would be great if you could turn it off if you don't want it. I thought it was too much to quick and it spoiled exploration a bit for me.
I don't mind them kicking in after a while of being stuck in the same spot but more of a hint like from the first uncharted and every naughty dog game since rather than outright telling you.
I wasn't posh enough to have a ps1 and the internet but would have appreciated a 'read the damm books' in RE1 which would have saved multiple hours of running back and forth trying to find something I already had.
I rather like puzzles in video games, so it can be mildly annoying when they're quick to steer you towards the solution.
It also depends on the context and how it's done, and whether the puzzles are the main focus or not. If the puzzles aren't a key selling point of that game, then I don't mind so much when a supporting character starts giving hints through speculation.
I don't think we'll ever see the likes of Shadow of the Colossus again on PlayStation. There's no patience anymore for people to sit back and work out the solution themselves. The quiet moments in games can often be the best, but these days it seems like someone has to talk every 5 seconds simply for the sake of it.
I've learnt to accept that gaming is simply so mass marketed these days that the over simplifications are here to stay.
Nothing wrong with it, it's realistic. We do talk to ourselves sometimes trying to solve puzzles irl. Nothing bothers me as much as all the extremely silly running in Yakuza games. Who's ever seen a badass guy running across the street to the next meeting, provisions shop, or wherever the heck...
Personally I find most of the puzzle elements a bit of a ball ache and I’d rather get them done with sooner rather than messing around with them. Can obviously understand why many see it the other way round.
@pip_muzz I loved The Last Guardian
@GreatAuk Me too. One of my top 5 PS4 games. But strangely enough one that never gets mentioned in the top PS4 game lists (this site's recent list included).
Quite possibly because again, it's a clever quiet game that lets the player do the working out and gameplay without an irritating sidekick narration throughout the whole experience.
I’m really enjoying Horizon Forbidden West but Aloy outright telling me how to progress in certain parts has irritated me to a degree I didn’t expect. Now, I don’t mind it so much when there’s a few characters as it’s only realistic they’d try to puzzle it out together, but stuff like “I bet this specific item would work on this specific thing” is just annoying. There should be a feature to turn it off or at least a button prompt to hear the hint if you so wish.
I don't understand the point of having a character babble out puzzle solutions. That literally defeats the purpose of a puzzle. At that point, it just becomes busywork between where you are in the game and the next story bit.
I guess you could include a slider to alter how often your character babbles (Monster Hunter Rise does this). Or AAA games could start including more interactive environments and allow players to solve problems naturalistically, like BotW does. That game runs on cheap tablet tech from 2017 and STILL feels like the most "next-gen" game I've played to date in that respect.
@carlos82 Good post. I've thought about this before. Modern AAA games on consoles like PS5 are so visually dense at times that it can be difficult to parse the visual logic of a scene, which is crucial to figuring out puzzle solutions in games.
Options. Options for everyone and everything, especially for stuff like this, which is just a dynamic hint system. Let people do whatever they want with it and no one can complain.
I'm old and don't have much free time in my life. I pretty much google any puzzle to get through the game more quickly.
Either I haven't played many games that do this or I just don't notice it enough where it's an issue
And I certainly don't remember one that outright tells you puzzles unless it's after a certain amount of time so a character angrily or mockingly solves it for you. Which I actually love bits like that lol
@get2sammyb Back in the dark ages when I started out with a ZX81 you'd buy magazines and literally build the game yourself, typed out by hand (and then try and work out the bugs that were missed in the print).
You didn't need tips back then. Just rewrite the code 😄
It's super annoying to myself. That was my biggest criticism of Forbidden West. It was downright annoying at times in that game. I haven't played God of War (Sonic Frontiers baby!) yet so I can't comment on it but I hope it's nowhere even close to Forbidden West.
Funny thing is I remember some games had a good solution where if you were stuck in a section a button prompt would pop up to give you a hint and if you didn't want help just don't press the button. Having the option to turn it off is good too but having it forced is a major turn off for me.
Usually I don't mind too much but It was really annoying in Forbidden West, there should have been an option to turn it off cause I was screaming at her to please be quiet for a bit.
Aloy's constant inane babbling, coupled with the overbearing "hint" system, ruined the game for me. Incredibly annoying. The writing is god awful, on top of it.
It’s quite genuinely the worst thing about modern gaming. Worse than microtransactions, pay to win, NFTs, Ubisoft, this place, all of you, me, the staff - the lot.
@pip_muzz to be fair even in SOTC “the voice” chimes in with tips after a while!
It should be a customisable option in the Settings, simple.
Im in the middle of Horizon 2 and its very OTT, its even making Aloy annoying, wish i could just turn it off in this case - the Settings have a great variety of options...but not this.
it’s something i don’t notice much until it’s brought up and then i can’t un-notice it
I hate being told anything I didn't ask for. Even the "Hint" button that pops up in Tlou infuriates me because jfc I'm scavenging, not running around trying to find the obvious door I need to open.
A menu option regarding puzzle help is the only way to go on this.
it really doesnt matter, such a minor thing.
however i do wonder if they are more of an accessability feature? and they would be difficult to have on/off for extra dialogue?
If there's an issue I have with gaming these days is that it is way too hand holdy and Forbidden West is a perfect example of that, we're not idiots.
Never understood the criticism got for that, Aloy is a character that often spoke her mind as it was, besides the puzzles were hardly taxing. I'd rather that then the silent protagonists from Skyrim or BOTW.
I think there’s a shift too in gamers who did not grow up with the genre like us older folk have. As someone in the school system I can tell you I feel like more and more I have to hold hands to get students to get work done. Speaks to a larger culture not wanting to be bothered by challenge.
@get2sammyb They can always hire me for the next focus group if they’re looking for volunteers. I dunno. I like this new brand of open world games where things are loose. The nice thing about BotW trials is that you don’t have to do them. There’s player agency. I love that in modern games. I know a lot of people are being harsh on Sonic Frontiers, but the game doesn’t force you to play it in any particular way. If you want to go fishing with Big the Cat instead of doing anything else, the game will let you do that. In my opinion, the next step for gaming I’d like to see is branching narratives mixed with this style of gameplay. BotW Mass Effect, if you will….Let’s see how loose it can get and if the players can take it!
I was just thinking Tyr needs to shut his w**** mouth.... So im against it.
Forbidden West was awful for it, the whole talking in general was awful.
God Of War Ragnarok is pretty nice and subtle but id rather they all talk after awhile with a hint not right from the get go. As I'm stuck on Ragnarok platforming puzzle and not one of them have said a word, but they mentioned something a bit earlier in and now silence. Dam you mimir hahaha.
Hate this, but I feel It would be less insulting to the developers and gamers if there were an option to turn this forced hint giving off.
The fact that it's forced upon us just to make the game more accessible to those not wanting any sort of mindful interaction is really, really off putting and takes away from the game design and atmosphere. Why Sony studios is making this the norm with such massive game design undertakings just seems so counter to it all.
I don't like it. Gowr is okay, but hfw didn't even let me think
i need the help i hate puzzles in games
I really don't mind
Like any other dialogue, it just depends on the writing. And how obvious the clues are of course. If they just tell you the answer it’s not a clue, if they don’t then I’d kind of view it as part of the puzzle.
@MulletproofPunk love the name and the dynamite dan avatar..very cool👍
Coincidently, I am playing Forbidden West these days and one such hint from Aloy triggered similar chain of thought couple of days ago.
During PS1 era, there were times when I got stuck in a game for days before finding out the solution. It also kind of helped developed bonhomie with my brother and friends since I would invite them over to help brainstorm solution to a difficult puzzle. This led to a lot of cherished memories. Mind you, I did not had access to internet during PS1 days. So if a puzzle was too much, I do remember giving up on games.
There is a particular memory where I solved a puzzle which a lot of people in my circle were struggling with. So I was invited over to show the guys how it was done!
That being said, the answer is difficult in current times. While the feeling of accomplishment when solving on your own is undoubtedly wonderful, I no longer have the kind of time or patience I used to have. When I take out time from busy schedule to play a game, I expect myself to 'make progress' before shutting down. Additionally, the narrative devices and presentations have improved dramatically, therefore the lack of 'a-ha' moments are replaced by story progression rewards. But I can definitely image a lot of games being turned off by these in-game hints. Perhaps developers can add it in accessibility options since this is where we usually find settings to make things easier.
So if games dont hold your hand and offer little to no help (how i like it) or hold your hand for you as is the norm now there is always going to be the people that get upset..i think there should be options to turn the help off if you wish. Games need to cater more to everybody's tastes..
Should be very easy to design a game with extra guiding dialogue **** for those who toggle that option ****
It should never be presented otherwise!
Depends on the context. If it’s just Aloy rambling to herself then that’s patronizing. If it’s like Ragnarok so far where it’s just a group of companions giving suggestions and naturally reacting, then that’s fine.
If your character has to keep telling the player what to do, you haven't designed your game well enough. Breath of the Wild is a gold standard example of how a game and its puzzles are well designed.
The whole protagonist chatter thing should at least have the option to be turned off.
Depends when it is really. When you immediately walk into a room and they start telling you the answer it’s awful (Aloy in H:FW). The puzzles are an integral part of the game, and are often so dumbed down that you don’t need a hand 90% of time, but they witter on regardless spoiling any sense of accomplishment.
That said there are times where you do get stuck, usually missing or dismissing the obvious, and a little prod is helpful. So they shouldn’t be removed entirely.
I’ve seen some games have difficulty sliders for this which give clues after a differing amount of time has passed based on the setting. This SEEMS like a good idea on paper however the reality is you often are hunting around an area looking for goodies, completely ignoring the puzzle at first and then the timer expires and they just keep wittering on about the puzzle even though you are doing something else. It breaks immersion and is irritating.
First sign of madness be damned but I usually start talking back at the TV, audibly or in my head: “Yes I know the puzzle solution is up there, I saw it the moment I walked into the room, but right now I’m busy collecting all the collectibles you hid here, now please shut up about the shiny thing”
Honestly I think a button press to get a clue would be better, or even a button to shut up.
@MulletproofPunk Likewise. I have memories of spending days typing out code for a ZX81 river racing game. Then hours trying to fix all the in-game errors. And all for a few seconds of steering a V down a river, with banks made of I's, and avoiding the precarious 0's, or rather rocks. 🤣 I certainly wouldn't trade that for the majesty of today's games but there was certainly a sense of achievement to be had.
Ideally, it's an option that can be turn on/off. But I'm not too bothered by it, as long as there is more than a 3-second timer before they start throwing spoilers.
@Korgon I can tell you that this is not the case in GoW. However, be prepared for constant talking in general. I can't even express how much it annoys me. Most of it is story related but imo it's simply way too much. There's always someone talking.
Give me the option to skip puzzles in all games. I get zero enjoyment out of them. They always just feel like a filler to make a game seem longer.
I wouldn't mind the chatter if it wasn't as frequent. Sometimes I just wanna look around thoroughly before proceeding with the puzzle and it's infuriating to have to hear the same dialogue over and over again which tends to spoil how the puzzle is solved as well.
Wish there'd be an option to turn it off or at least increase the time before the characters effectively solve the puzzle for you.
I don't mind it, but Aloys is really a level above the other examples I can think of
"hm looks high...just got to get on that ledge...maybe something can get me on that ledge...maybe some rocks will get me on that ledge...I got to find something that I can drag to put me on that ledge"
I like it when they leave about a minute or 2 before they finally give a prompt. When it's clear that you're kinda stuck.
I'm a mutterer myself, whenever I struggle with real world problems I talk the through with myself so character like Aloy doing it feel natural. I do appreciate having an option setting to either tune or turn it off though
Definitely like a hint system but some games are to aggressive. Would say the GOW ragnarock criticism is a fare one from my 10 hours play time really wish there was a way to delay hints so still get them if absolutely stuck but given more of a chance to think for yourself.
@Ben7982 I think there is a setting for it.
I'm not sure if it's said already but The Last of Us Part 2 has the best & most natural solution. An optional hint button appears if you take a certain time to complete the puzzle & characters will point it to you naturally.
I ❤️ it!
If you've been standing around stuck for 20 minutes I don't mind the protag talking or a glowy light. At least give us the option to turn the feature off and it's a non issue
it isn't something that really bothers me, but it could wait a little longer.
@GreatAuk Yeah, that’s also my preferred way. I currently play Plague Tale 1, and if I am not clever or focused enough, it tells me a meaningful, appropriate hint after some 3 minutes or so.
Sometimes it's just too much talking, I'm looking at you Plague Tale Requiem. I'm all for hint options or even press R3 for a hint, but having the puzzle all but solved can be annoying.
Atreus and Mimir are already annoying me
@BeerIsAwesome provided you have a current subscription to ps plus
@Loftimus 'this is the god of war?' you said it kratos what a little b**** lol
I hate it personally. Honestly it adds anxiety to try and figure out a puzzle before I get spoiled by the protagonist or companion either giving a hint or downright telling me the solution.
@dschons
I'm generally fine with additional dialog that's story related unless it's during combat. That also annoys me. Glad to hear it sounds like puzzle solution ruining isn't as egregious as Forbidden West though.
Ehh in both horizon and god of war you can turn this off ?? What's the problem..people whine when it's too hard and now they cry and moan about getting help, there really is no pleasing the entitled gamer community, smh
An option to turn it off would be the best...option.
Also, I just hate it when gaming sidekicks keep pestering the protagonist about coming with them when I am trying to explore for resources.
"Over here!", "C'mon let's go!", "It's this way!"... ugh so annoying.
@Perturbator That was what I was about to say. I appreciate the help sometimes, but often the NPC hint process or guidance can come across as harassing.
Often the game design is such that certain secrets are specifically hidden in a side route that the NPC is trying to lead you away from.
I don't mind NPCs occasionally offering help but when they are continually repeating the same phrase over and over again even though it's not a help isn't good.
See, this is one way that the PS4 is still so good - PS button to pop out of game, load the WEB BROWSER and Google search the solution as far as you need and then PS button to pop back into the game again!
PS5 could learn a few tricks from the old girl...
@JudgeDredd
Cassette? Like Commodore ViC-20?
Sir you are an honored elder in our society.
I too am aging. But I am not that wise. Strategy guides from Nintendo Power, the official Sega Magazine, and later Prima games were of my youth.
All depends on context for me but I can definitely see how it could be annoying.
God of War has a lot of talking in general which I quite enjoy. It's slightly annoying when you're just trying to explore a bit and Atreus and Mimir keep questioning you but it makes sense in-game and is done in a humorous way. It also makes them feel much more involved as characters and helps bring the world to life a bit more
It did not matter to me. Solving a puzzle in a videogame is not high on my list of daily accomplishments one way or another.
But just make an option to turn off like guided Quest Points on the map.
EnragedGibbonYesterday, 10:44pm
I would like to be given the option game by game...
@EnragedGibbon This should have been an option for the poll.
Oh man... Aloy absolutely did my head in!! Walk into an area and immediately "That pipe looks like it could be useful" "I could climb up there" "That wall looks weak" etc... What's the point of these 'puzzles' if you're told the answer straight away. A delay of a few minutes - or the option to turn 'hints' off would've been welcome. That whole thing soured the game for me
BoTW was much more rewarding in that sense. When Link went into a shrine, you either solved it yourself, or had to actively look for hints online.
.... Rant over
I don't mind it, sometimes the solution is not so clear so appreciate the odd hint now and then. Not something worth getting annoyed over
It’s a little overwhelming, but sometimes appreciated in a game like Forbidden West
So an option would be nice.
In the meantime tone down her octopus hair animations and maybe we could hit 60fps in 4K mode.
I don’t mind it, but most times it happens too soon. At least give me a few minutes to try to figure it out on my own.
Give us the option in game to tune the level of "hints" to our liking - it's as simple as that.
Just as the devs pride themselves in adding a lot of accessibility options, this one should also be made part of it.
In Shadow of the Tomb Raider "hand holding" tuning options were already implemented at launch, with difficulty settings being split into 3 categories: combat, exploration and puzzles.
So the idea of "hint tuning" is not even unprecedented.
And yes, in God Of War Ragnarok the spoilers are abundant especially in the first few hours of the game. Not even 20-30 seconds pass before one of your companions gives you a first clue.
Once in Svartalfheim, when you get the choice to explore the Bay of Bounty instead of following the main story, they miraculously refrain from spoiling things... in each of the encountered puzzles, even after a few minutes of looking around none of your companions offers any clues - just as it should be.
For now it seems they offer hints in the main storyline much more than in the rest of the game - but I've only played for 5-6 hours for now, so I can't be sure of this as a rule.
Anyway, having the option to tune the hints would certainly help put this subject to rest and make everybody happy.
I don't mind them as long as there is an option to disable them. Have it turned on by default, with an option to disable.
Anyone who wants them to be on should absolutely have the opportunity to shape the game to their play, and anyone like who finds it spoils the sense of discovery and wish it to be off, should have the option as well.
Accessibility is great for the players and good for the industry.
How about we just not have puzzles in these types of games at all? You're telling me that this room has sat undisturbed for centuries but is somehow decayed in such a way that it utilizes Aloys precise set of skills?? Its immersion breaking, forced, boring, and feels like padding. Same goes for crafting systems, Kratos would never walk around picking up every twig...and he definitely wouldn't have time for "puzzles".
It should be behind a 'help button'.
Too often in HFW I was given hints before I had a chance to think for myself, so Id prefer to chose when such hints are given.
@man_what lol something about “ Kratos would never walk around picking up every twig...and he definitely wouldn't have time for "puzzles".”
Just made me laugh. Ya damn right!!!! He’d likely get some dwarf lackey to do it for him.
How much I care about hints interfering with the experience depends a lot on how much I enjoy the puzzles in each specific game.
For example, I don't much care for the occasional basic puzzle in Horizon, it's the kind of thing I just have to get through to get back to the fun parts - so if a hint comes up during one such puzzle, it's not really ruining anything important for me.
On the other hand if I was playing, say, Virtue's Last Reward and characters randomly chimed in to nudge me some way or another during a escape room segment, I'd be pissed.
The simple compromise is having a dedicated button/button combination that will give the player hints if prompted and will just keep quiet if not. Ideally, its very existence would also be possible to toggle on/off.
Oh, gamefaqs.. The mémoires.. Thank you for this article.
And yes, with the Last horizon it takes the fun from any puzzle.
@dschons Had a look only setting I can find on it is to extend puzzle timers for accessibility reason,unless I am being blind which is also likely 😂.
@Ben7982 no, you're not blind. Apparently, I was, lol.
It doesn't bother me most of the time. Some games do it more than others. Aloy is a good example of where it is a bit too much for me. Not only the hints, but also her inner monologues. Too repetitive.
@Voltan I just go to YOUTUBE I dont have time to be trying to figure stuff out after an hour.. i got GAMING TO DO!!
Can't say I've had much experience of what this article is referring to, but I prefer when games don't hand hold you through every situation. An option to disable is obviously better that not putting in the game, as not everyone will be the same.
@Uromastryx " I want my big mac with NO PICKLES!" "but sir it has small pieces of relish in the sauce so even if we take the pickles off you are still going to have some form of pickle on your burger..!"
"DAMMIT NO!!!"
you are right, its hopeless man, people gonna bitch no matter what.. Elden ring is "TOO HARD", "they made this game TOO HARD" "why are they making EASY GAMES on PSN?"
I'm terrible at puzzles, so appreciate the extra assistance.
Should be somehow optional, through an NPC.
Playing GoW:Ragnarok at the moment. Personally, I find it immersive - I think it would be weird for your companions to stand around in silence while Kratos struggled to realise how to overcome a simple moving platform puzzle. But I think it would be a good idea for the developers to allow players to fiddle with the settings to further delay or entirely remove this sort of commentary from NPC characters so that you could find the solutions entirely by yourself if you wanted.
These devs are too worried when people encounter puzzles. You have them in game to solve or don't have puzzles at all. Giving away the answer immediately is not a compromise, it's silly. Looking at the trophy percentages, most people still haven't completed HFW anyway. Include a toggle option or a button press for hints if stuck.
Dude, you guys would have hated Zork.
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