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Remove repetitive "The player isn't told about this"


*** Every time an earthquake occurs, new valuable items (ores and artifacts) will appear underground on the left border of the screen. If a player has already collected all of the valuable ores and artifacts in a given area, this will allow them to pick up the new items for more cash. The player isn't told about this.
*** Earthquakes can only occur immediately after you leave a building on the surface. This prevents the player from being trapped underground by one. The player isn't told about this.
** It is only possible to detonate dynamite and plastic explosives when your machine is on the ground, not when flying through the air. The player isn't told about this.

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*** Every time an earthquake occurs, new valuable items (ores and artifacts) will appear underground on the left border of the screen. If a player has already collected all of the valuable ores and artifacts in a given area, this will allow them to pick up the new items for more cash. The player isn't told about this.
cash.
*** Earthquakes can only occur immediately after you leave a building on the surface. This prevents the player from being trapped underground by one. The player isn't told about this.
one.
** It is only possible to detonate dynamite and plastic explosives when your machine is on the ground, not when flying through the air. The player isn't told about this.



*** The lower your machine is underground, the slower the speed at which you can drill through the ground. The player isn't told about this.
*** The deeper you are, the more the ore you're carrying weighs. A player can have a full load of ore down deep and barely be able to move. If they teleport up to the surface, they can suddenly move quickly without getting rid of any ore they're carrying. The player isn't told about this.
*** Certain minerals will only start to appear at specific depths. The more valuable the mineral, the deeper it will be before it appears. Certain blockages and deadly hazards start occurring at specific depths, the same as minerals. You can start finding valuable artifacts below 1,000 feet. The player isn't told about this.
*** The farther down you are, the more damage you take from running into lava or gas pockets, and the more common they will become. The player isn't told about this.

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*** The lower your machine is underground, the slower the speed at which you can drill through the ground. The player isn't told about this.
ground.
*** The deeper you are, the more the ore you're carrying weighs. A player can have a full load of ore down deep and barely be able to move. If they teleport up to the surface, they can suddenly move quickly without getting rid of any ore they're carrying. The player isn't told about this.
carrying.
*** Certain minerals will only start to appear at specific depths. The more valuable the mineral, the deeper it will be before it appears. Certain blockages and deadly hazards start occurring at specific depths, the same as minerals. You can start finding valuable artifacts below 1,000 feet. The player isn't told about this.
feet.
*** The farther down you are, the more damage you take from running into lava or gas pockets, and the more common they will become. The player isn't told about this.



*** Each time you defeat them, the next time you fight them they have more HitPoints and do more damage to you. The player isn't told about this.
*** You cannot check your inventory while fighting them. This means you can't check on how many hull repair nanobots and plastic explosives you have left. The player isn't told about this.
*** If you fly out of the bottom area where you fight them and go high enough, the encounter will reset to the beginning and all of the damage you inflicted on them will be healed. The player isn't told about this.
*** Sometimes your hull point display will become white, preventing you from knowing how many hull points you have left. The next time you take damage, the display will return to normal. The player isn't told about this.

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*** Each time you defeat them, the next time you fight them they have more HitPoints and do more damage to you. The player isn't told about this.
you.
*** You cannot check your inventory while fighting them. This means you can't check on how many hull repair nanobots and plastic explosives you have left. The player isn't told about this.
left.
*** If you fly out of the bottom area where you fight them and go high enough, the encounter will reset to the beginning and all of the damage you inflicted on them will be healed. The player isn't told about this.
healed.
*** Sometimes your hull point display will become white, preventing you from knowing how many hull points you have left. The next time you take damage, the display will return to normal. The player isn't told about this.
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** ''VideoGame/TalesOfSymphonia'' has RelationshipValues for different characters, and how they feel about main protagonist Lloyd Irving. Whichever character is designated as Lloyd's soulmate will get extra scenes with him, along with potentially changing party composition late-game by [[spoiler:making the fake FaceHeelTurn of Zelos into a real one, which replaced Zelos with Kratos]]. However, the game doesn't tell you about the existence of these values and also doesn't inform you how they can be increased.

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** ''VideoGame/TalesOfSymphonia'' ''VideoGame/TalesOfSymphonia'':
*** The game
has RelationshipValues for different characters, and how they feel about main protagonist Lloyd Irving. Whichever character is designated as Lloyd's soulmate will get extra scenes with him, along with potentially changing party composition late-game by [[spoiler:making the fake FaceHeelTurn of Zelos into a real one, which replaced Zelos with Kratos]]. However, the game doesn't tell you about the existence of these values and also doesn't inform you how they can be increased.increased.
**** Zelos and Kratos gameplay wise are MagicKnight characters who have the same equipment and generally fight the same. That said, the game gives the two subtle but potentially significant differences in their artes that aren't told to the player, with Zelos being more flashy with his animations over Kratos. This can result in some artes being less useful for them because of the animations, which the player may not notice right away because there is only one time both can be in the same party, but it can result in some confusion if you watch them use the same arte only for one to seemingly be better than the other.



** ''VideoGame/TalesOfVesperia'': The cooking mechanic has a hidden element to it that the game never tells the player; that being new recipes are unblocked by having specific characters make certain foods. This causes them to create a new dish that can be made separately, and these dishes can also then lead to new dishes when cooked by different characters, so a player would need to experiment to see the differences.

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** ''VideoGame/TalesOfVesperia'': ''VideoGame/TalesOfVesperia'':
***
The cooking mechanic has a hidden element to it that the game never tells the player; that being new recipes are unblocked by having specific characters make certain foods. This causes them to create a new dish that can be made separately, and these dishes can also then lead to new dishes when cooked by different characters, so a player would need to experiment to see the differences. And if the player wants to see most skits, you'll need to cook a lot of different foods to see them, because some skits are tied to dishes.
*** Every character (save Flynn and Patty) have two weapon types they can equip, which besides stats alter their normal attacks in some way (usually speed wise). The game doesn't mention that this also can affect the artes characters use, with Yuri in particular having almost all his artes affected in some way by it, such as making them slower but push enemies back when done with axes versus quicker with swords. This can also means some artes are not as effective depending on the weapon, such as Yuri's Dragon Swarm being slower and not as consistent with axes.

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