Follow TV Tropes

Following

History GuideDangIt / VisualNovels

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Apollo Justice'' is often extremely vague or misleading about what you need to do to progress, and it's impossible to advance if you don't do things in a certain order. Perhaps in response to this, the next two games introduce a to-do list that spells out which objectives you still have to do.
*** In the second investigation of case 4-2, Apollo will suggest investigating the Meraktis Clinic after you've spoken to Alita Tiala at the agency. However, you actually have to go to the detention center and speak to another character before anyone else involved with the case will show up anywhere.
*** In case 4-3, you have to present a piece of evidence to Valant Gramarye and hear his thoughts on it before advancing in the investigation. The evidence in question is a video tape that Valant just gave to you, making it very counterintuitive to try presenting it to him, but the investigation will eventually hit a wall unless you do so, with basically no indication of what you missed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In case 3 of ''Phoenix Wright: Ace Attorney'', you're required to present the leftover lunch plates from the Employee Area during Dee Vasquez's testimony. Phoenix's argument is that separate plates were found at the studio 2 lot without any leftovers on them, which disproves Vasquez's claim that she was busy eating lunch at the time of the murder. The trouble is, the Employee Area plate is a completely different piece of evidence that has nothing to do with the plate at the studio lot, meaning the player is supposed to assume that presenting one will count as a close enough substitute for the other.
Is there an issue? Send a MessageReason:
None


* Getting the final endings to ''VisualNovel/WonderfulEverydayDownTheRabbitHole'' requires simply selecting a single choice partway through the final arc. Seems simple, but the final arc is divided into three chapters, and the choice is placed in the first of those three. Bear in mind, this is the only time in the game where making a certain choice will affect things outside of that chapter, and the story still changes inside said chapter in such a way that you're likely not going to realise the larger meaning behind that decision. Oh, and after you get those two endings, you have to go back a ''third'' time to select a new option that's suddenly available, something which is never remotely hinted at even existing.

to:

* Getting the final endings to ''VisualNovel/WonderfulEverydayDownTheRabbitHole'' ''VisualNovel/WonderfulEveryday'' requires simply selecting a single choice partway through the final arc. Seems simple, but the final arc is divided into three chapters, and the choice is placed in the first of those three. Bear in mind, this is the only time in the game where making a certain choice will affect things outside of that chapter, and the story still changes inside said chapter in such a way that you're likely not going to realise the larger meaning behind that decision. Oh, and after you get those two endings, you have to go back a ''third'' time to select a new option that's suddenly available, something which is never remotely hinted at even existing.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


** Some of the deductions you have to make during the ''Investigations'' games can also be difficult to recognize--not because they're hard to figure out, but because the conclusions are so obvious that they don't seem to warrant being pointed out. For example, you're required to "deduce" that the pendant a victim is wearing is engraved with a name that isn't his, and later you have to use a crude drawing to "deduce" that an obviously-bent-out-of-shape spear is indeed bent out out of shape.

to:

** Some of the deductions you have to make during the ''Investigations'' games can also be difficult to recognize--not because they're hard to figure out, but because the conclusions are so obvious that they don't seem to warrant being pointed out. For example, you're required to "deduce" that the pendant a victim is wearing is engraved with a name that isn't his, and later you have to use a crude drawing to "deduce" that an obviously-bent-out-of-shape spear is indeed bent out out of shape.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Some of the deductions you have to make during the ''Investigations'' games can also be difficult to recognize--not because they're hard to figure out, but because the conclusions are so obvious that they don't seem to warrant being pointed out. For example, you're required to "deduce" that the pendant a victim is wearing is engraved with a name that isn't his, and later you have to use a crude drawing to "deduce" that an obviously-bent-out-of-shape spear is indeed bent out out of shape.

Added: 481

Changed: 779

Is there an issue? Send a MessageReason:
None


** In case 3 of ''Justice For All'', you’re asked to point out who it was that [[spoiler:hung Max’s cloak on the bust that was used to kill the victim]]. The intended answer ([[spoiler:the victim, Russell Berry]]) can be difficult to guess, especially since the explanation given is that the event was actually mere happenstance: [[spoiler:the impact of the bust being dropped onto the victim dislodged the cloak he was wearing, which got caught on the bust completely by chance.]]



** In the second case of the third ''Trials and Tribulations'', there's [[spoiler:Luke Atmey]]'s infamous final testimony. You have to prove that [[spoiler:Atmey was the one who went to the victim's office and killed him]], but by this point in the trial the judge is getting tired of the proceedings, and decides (on the advice of the prosecutor) to impose a new condition: you can't present evidence, and you can only press ''one'' statement; if it yields no new evidence, [[ThereIsNoKillLikeOverkill you immediately lose the trial]]. This isn't the first time the series has penalized you for pressing wrong, and the last case ultimately pulls a similar trick, but there are three things making this testimony ''particularly'' dickish: 1) the testimony in question is ''eleven statements long'', making it one of the longest testimonies in the series; 2) the actual contradiction is ''incredibly'' easy to overlook ([[spoiler:hint: it involves Atmey saying something he shouldn't know, even though it's something the ''player'' has known for hours at this point]]); and 3) for this testimony only, the game decides to throw people trying to SaveScum a nasty curveball. Normally when you successfully point out a contradiction, the music stops and you get unique dialogue; however, in this scene ''and this scene only'', pressing '''any''' statement will give you generic dialogue...for the first few lines, at which point if you've pressed right Phoenix will interject with his evidence.
** Miles seems to suffer from this a little in ''VisualNovel/AceAttorneyInvestigations'', Case 3. There is one testimony in this case that has a glaring flaw in it, but you just won't see it because for the last 30 minutes or so you're busy with a completely different subject of the case, which gets carried over in the testimony in question (and contradicts the testimony as much as the one flaw you're supposed to present). So you're probably spending ages trying to prove something completely different than the thing you actually have to prove.

to:

** In the second case of the third ''Trials and Tribulations'', there's [[spoiler:Luke Atmey]]'s infamous final testimony. You have to prove that [[spoiler:Atmey was the one who went to the victim's office and killed him]], but by this point in the trial the judge is getting tired of the proceedings, and decides (on the advice of the prosecutor) to impose a new condition: you can't present evidence, and you can only press ''one'' statement; if it yields no new evidence, [[ThereIsNoKillLikeOverkill you immediately lose the trial]]. This isn't the first time the series has penalized you for pressing wrong, and the last case ultimately pulls a similar trick, but there are three things making this testimony ''particularly'' dickish: 1) the testimony in question is ''eleven statements long'', making it one of the longest testimonies in the series; 2) the actual contradiction is ''incredibly'' easy to overlook ([[spoiler:hint: it involves Atmey saying something he shouldn't know, even though it's something the ''player'' has known for hours at this point]]); and 3) for this testimony only, the game decides to throw people trying to SaveScum a nasty curveball. Normally when you successfully point out a contradiction, the music stops and you get unique dialogue; however, in this scene ''and this scene only'', pressing '''any''' statement will give you generic dialogue...for the first few lines, at which point if you've pressed right Phoenix will interject with his evidence.
** Miles seems to suffer Another example is from this a little in ''VisualNovel/AceAttorneyInvestigations'', Case 3. There is one testimony in this case that has a glaring flaw in it, but you just won't see it because for the last 30 minutes or so you're busy with a completely different subject 3 of ''VisualNovel/AceAttorneyInvestigations''. The victim of the case, which gets carried over in case is revealed to have been [[spoiler:the prime suspect’s long-lost father]], and Agent Lang suggests the testimony in question (and contradicts the testimony as much as the one flaw you're supposed two of them knew this and used it to present). So you're probably spending plan a kidnapping together. Most players will spend ages trying to prove something completely different than that they didn’t know, when the thing you actually have actual answer is to prove.present evidence showing [[spoiler:the kidnapping wasn’t a two- but a ''three''-person job]]. The logic itself is sound, but there’s no hint that you’re supposed to be looking at it from this angle, not even by pressing Lang’s statements or consulting with Kay for advice.
Is there an issue? Send a MessageReason:


* In ''Adrift'', it's [[NintendoHard ridiculously easy]] to get a bad ending for even relatively "easy" characters like Hinami and Erika, but Minako's path takes the cake -- you need to make a completely unintuitive action at the very beginning ''before you've even talked to her'' to be able to get any ending other than her sad one.

to:

* In ''Adrift'', ''VisualNovel/{{Adrift|2011}}'', it's [[NintendoHard ridiculously easy]] to get a bad ending for even relatively "easy" characters like Hinami and Erika, but Minako's path takes the cake -- you need to make a completely unintuitive action at the very beginning ''before you've even talked to her'' to be able to get any ending other than her sad one.

Added: 2822

Removed: 2866

Is there an issue? Send a MessageReason:
No, you don't get a penalty for that.


** In the second case of the third ''Trials and Tribulations'', there's [[spoiler:Luke Atmey]]'s infamous final testimony. You have to prove that [[spoiler:Atmey was the one who went to the victim's office and killed him]], but by this point in the trial the judge is getting tired of the proceedings, and decides (on the advice of the prosecutor) to impose a new condition: you can't present evidence, and you can only press ''one'' statement; if it yields no new evidence, [[ThereIsNoKillLikeOverkill you immediately lose the trial]]. This isn't the first time the series has penalized you for pressing wrong, and the last case ultimately pulls a similar trick, but there are three things making this testimony ''particularly'' dickish: 1) the testimony in question is ''eleven statements long'', making it one of the longest testimonies in the series; 2) the actual contradiction is ''incredibly'' easy to overlook ([[spoiler:hint: it involves Atmey saying something he shouldn't know, even though it's something the ''player'' has known for hours at this point]]); and 3) for this testimony only, the game decides to throw people trying to SaveScum a nasty curveball. Normally when you successfully point out a contradiction, the music stops and you get unique dialogue; however, in this scene ''and this scene only'', pressing '''any''' statement will give you generic dialogue...for the first few lines, at which point if you've pressed right Phoenix will interject with his evidence.
** Occasionally, after pressing a witness, the judge will ask if the line of questioning is relevant to the case. The correct response to this is ''usually'' yes... However, in case 2-4, there's one situation [[spoiler: during Shelly de Killer's interrogation]] in which you have to press the witness, and the judge will ask you if the line of questioning is relevant twice. The first time, you have to say it is not important to the case because it absolutely isn't and trying to say otherwise is a penalty. But afterwards, the witness makes a rather revealing slip, at which juncture the judge will ask again for relevance and you finally say it ''is'' indeed important. It's possible to figure this out or stumble across it, but it's terribly counter-intuitive because it's the only time it happens in the first two games.
** Miles seems to suffer from this a little in ''VisualNovel/AceAttorneyInvestigations'', Case 3. There is one testimony in this case that has a glaring flaw in it, but you just won't see it because for the last 30 minutes or so you're busy with a completely different subject of the case, which gets carried over in the testimony in question (and contradicts the testimony as much as the one flaw you're supposed to present). So you're probably spending ages trying to prove something completely different than the thing you actually have to prove.


Added DiffLines:

** Occasionally, after pressing a witness, the judge will ask if the line of questioning is relevant to the case. The correct response to this is ''usually'' yes... However, in case 2-4, there's one situation [[spoiler:during Shelly de Killer's interrogation]] in which you have to press the witness, and the judge will ask you if the line of questioning is relevant twice. The first time, you have to say it is not important to the case because it absolutely isn't. But afterwards, the witness makes a rather revealing slip, at which juncture the judge will ask again for relevance and you finally say it ''is'' indeed important. It's possible to figure this out or stumble across it, but it's terribly counter-intuitive because it's the only time it happens in the first two games.
** In the second case of the third ''Trials and Tribulations'', there's [[spoiler:Luke Atmey]]'s infamous final testimony. You have to prove that [[spoiler:Atmey was the one who went to the victim's office and killed him]], but by this point in the trial the judge is getting tired of the proceedings, and decides (on the advice of the prosecutor) to impose a new condition: you can't present evidence, and you can only press ''one'' statement; if it yields no new evidence, [[ThereIsNoKillLikeOverkill you immediately lose the trial]]. This isn't the first time the series has penalized you for pressing wrong, and the last case ultimately pulls a similar trick, but there are three things making this testimony ''particularly'' dickish: 1) the testimony in question is ''eleven statements long'', making it one of the longest testimonies in the series; 2) the actual contradiction is ''incredibly'' easy to overlook ([[spoiler:hint: it involves Atmey saying something he shouldn't know, even though it's something the ''player'' has known for hours at this point]]); and 3) for this testimony only, the game decides to throw people trying to SaveScum a nasty curveball. Normally when you successfully point out a contradiction, the music stops and you get unique dialogue; however, in this scene ''and this scene only'', pressing '''any''' statement will give you generic dialogue...for the first few lines, at which point if you've pressed right Phoenix will interject with his evidence.
** Miles seems to suffer from this a little in ''VisualNovel/AceAttorneyInvestigations'', Case 3. There is one testimony in this case that has a glaring flaw in it, but you just won't see it because for the last 30 minutes or so you're busy with a completely different subject of the case, which gets carried over in the testimony in question (and contradicts the testimony as much as the one flaw you're supposed to present). So you're probably spending ages trying to prove something completely different than the thing you actually have to prove.
Is there an issue? Send a MessageReason:
None


** Getting Aki as a viable choice at the end is dependent on a scene that could be easily missed if you not paying attention.

to:

** Getting Aki as a viable choice at the end is largely dependent on a scene that could be easily missed if you not paying attention.don't do every choice given in a particular scene.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Winning over Ruri in ''Season of the Sakura'' requires making very specific choices to be made in the game and missing even one of the choices could potentially keep you two from getting together.
** Getting Aki as a viable choice at the end is dependent on a scene that could be easily missed if you not paying attention.

Added: 121

Changed: 119

Is there an issue? Send a MessageReason:
None


* ''VisualNovel/DanganronpaV3KillingHarmony'': Angie's second Free Time Event is only available once Kaede's lab opens up. The game never gives any hints as to this.

to:

* ''VisualNovel/DanganronpaV3KillingHarmony'': ''VisualNovel/DanganronpaV3KillingHarmony'':
**
Angie's second Free Time Event is only available once Kaede's lab opens up. The game never gives any hints as to this.

Top