Why is this a thing, even a decade after the strategy guide market died?
Name a game that's done that in recent memory that wasn't just a hallway that had no going back EVER.
>>345049839
>implying a new game that does this wouldn't have some form of item dowsing and 3 different tips about attacking walls for secrets
>>345050054
Off the top of my head FFXIII had hallways with missable stuff
>>345050175
>That wasn't just a hallway
>This game was a hallway
okay thanks bro.
Why do I feel like Vagrant Story did this even though I don't remember it doing this.
>>345049839
why are you getting pissed off at an imaginary dungeon?
>>345050493
fucking mist in dark souls
>>345050706
spotted the faggot who doesnt play dark souls
the mist goes away after you kill the boss retard
>>345050876
yeah, but the mist could be a bonfire that saves you a 30 minute drudge to the bonfire, and you've been skipping it because you thought it was the boss.
>>345050769
?
>>345050054
Ori and the Blind Forest had collectibles that counted toward 100% completion located in dungeons that you can't access again after finishing them.
Having said that, the Definitive Edition made it so that you *can* go back to pick up anything you missed the first time through.
>>345051556
>99% because of one fucking collectible that i died intentionally 20+ times after failing to get in the tree before saying fuck it
i love how the hardest part of the game was 1/3 through it. my friend said the end kuro sequence took him 40+ tries and it took me 5. lol.
>go a really hard way
>this must be the way to the item
>nope it's the next area
>go back and go the easy way
>item 10 feet away
for fucks sake
>>345050375
I don't think it did that. I'd remember if it did because it would annoy me. It did have very low drop chance shit though like that Holy Win weapon.
>>345051984
I felt that happened a few times in DS3 as well. Just replace door with elevator.
>>345052230
All the good levels are that way in DS3.
The Cathedral of the Deep and the Grand Archives especially.