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Onto sidequests.

I've finally wrapped up the main storyline, squashed as many bugs as I could find ( but a couple may still be lurking here and there ) and now I'm moving onto the sidequests of the game. I finished my 2nd run through of the game last night, and I got roughly 7 or so hours of playtime, without sidequests. Mind you, these side-quests aren't useless fillers as seen in so many RM games now ( a pitfall a lot of developers fall into when they want to make their game longer ) but rather, it will give the player new scenes to view, obtain more powerful weapons/equipment, get more cash ( since monsters no longer drop it ) and basically, flesh out the world of Tairngire as whole with lore and such.


Hall of Decaying Bonds.


Cloister of the Mighty ( no encounters ).

Here are two screens of one of the optional dungeons.

It's very short, but once you get past a certain door,
(1) you can't save,
(2) you can't access the menu and ,
(3) there is a boss waiting at the end.


And it only contains four on-screen encounters with some highly aggressive enemies in a small area. Run, and they'll gang up on you and you will have to fight them one after the other. The is a reason this area is therefore called Cloister of the Mighty. XD

So that's that for now.

Posts

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That's a good view you have there on side quests! For my game, the side quests are there to give the player a break from the story and as options to put a little extra time and effort to make your party stronger. The rewards should be useful both in and outside the main story.
Dungeon looking good too!
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