
You're asked to break a curse on a lighthouse. The one that sticks out the most to me is one on the Skellige islands. You're not just killing a monster for most of these hunts. The brother feels bad now and you have to choose whether to exile him from the village or let him stay. Like, the person who hired you for the hunt is wondering why the monster has still been appearing despite their efforts to stop it, only to discover that his own brother is been thwarting those efforts in an attempt to kill the brother for their inheritance. Usually you're fighting a monster that's been threatening a small village, but you'll still sometimes come across some twists and turns. And even these have their own little stories attached with them, albeit often less complex than the proper side quests. However, it also has standard monster hunts that you can accept and complete. That game has it's own side quests, which can involve any number of goals for whatever you're objective for the quest is. Yes, you knew I was going to bring up The Witcher 3 at some point. Maybe this is all some people want with their side quests-I'm pretty sure this is the standard affair for MMOs-but I would prefer for a game's side quests to be a bit deeper. When real life often feels directionless and overwhelming, it's nice to escape with some simply tasks to complete. This is really nothing more than a fetch quest, but I don't always necessarily mind those. A doctor is unable to cure her patients so she needs you to collect five rose petals and five rabbit's feet in order for her to brew her cure.This gives you an extra activity while you're out and about exploring, you're after an intrinsic reward of helping a doctor trying to do her best, as well as the extrinsic reward of whatever gear she'll happen to give you as thanks-not to mention the simple satisfaction of completing an easy, delineated task. I'd reckon that most side quests in most games are pretty unremarkable. I've always been the type to complete as many side quests as I'm able before, begrudgingly, continuing onward with the main story. Open world action RPGs have always been my favorite type of game, and I always enjoy working my way through whatever side quests I happen to have been given. Now, I realize this isn't as much of a hard science as I might like, with fear being so relative, but- I do believe that there's something worth understanding about choosing a mechanical approach to fear that has some level of consistency to it. But I can't find a way to cut through the nuance and pin down what's really determining whether the enemies are coming across as scary or not. A force that overpowers and takes control of the situation in one way or another. Scary enemies tend to be ominous, unpredictable, and overwhelming. I feel like I understand this only on a emotional level, rather than rational. But, I only really found her first phase scary, rather than the second, despite her having new attacks that did far more damage than before. I recently went through Elden Ring for the first time, and find very little of it scary, except for Malenia. Sekiro didn't have a lot of this, but, it had the Guardian Ape, and while not the hardest boss in the game, I found him terrifying. Most of Bloodborne's bosses and creatures really strike the balance for me to come across as not just formidable, but, scary. Something about how he's designed comes across as far scarier to me than his re-imagined counterpart, yet both are unstoppable juggernauts capable of obliterating you without taking much of a scratch.įromSoft games seem to nail it, but, only when they want to. For example, I'm very much afraid of OG Nemesis from RE3, but, barely flinch at the remake's version.

Give an enemy a lot of hp (or perhaps even make it invulnerable), high damage output, and suddenly you've got something to be afraid of. One of my first thoughts is that it's as simple as legitimate threat. I realize of course that these things help "sell the package", so to speak, but what I'm really interested in is what conveys 'scary' on a mechanical level to the player. I'm not so much referring to visual/audio design.
