
#Avernum 6 easter egg free#
However, it's for a good cause, and the army's leader, Clara Garcia, promises the protagonist a free ticket to Miami if they help her with a mission or two.
#Avernum 6 easter egg series#
Probably because, judging by their conversation, they are.ĭepending on the future of the "Far Cry" series, as well as the upcoming "Far Cry 6" DLC, this Easter egg conversation might sow the seeds of future titles, or it might just be fan service for audiences who have been with the series since "Far Cry 3." Then again, maybe it's an apology for killing off Diego and not turning him into a proto-Vaas.Īt the beginning of "Far Cry 6," players are conscripted into the revolutionary army at the business end of an assault rifle. While the smuggler's voice might go in the ears of "Far Cry" newcomers and out the other, "Far Cry 3" fans will instantly recognize Vaas' voice, chatting up Juan as if they were old friends. A suspiciously familiar-sounding smuggler.

However, the sequence does involve Juan Cortez talking to an "unidentified" smuggler. In fact, audiences can't see a darn thing, since the "scene" takes place in a black void. Unfortunately, this isn't one of those Marvel Cinematic Universe post-credit bits where characters tease upcoming events. (Examples of this include early Sierra adventure games (where missing an item can make the game unwinnable) and PSX-era Final Fantasy games (where missing an item might prevent you from getting a character's ultimate weapon).) If developers hadn't done that, I think you would see fewer players going out of their way to explore everywhere and get everything before continuing on.If players stick around after the game's credits roll, they will be treated to an after-credits scene. Games with weapon durability and no easy way to repair weapons can suffer from this issue as well (SaGa 2's original version, for example maybe some Fire Emblem games? Also artifacts in Daggerfall with magic repair disabled (which is the default).).ĭtgreene: The habit of searching everywhere is, to some degree, the fault of game developers hiding useful (and sometimes critical) items in places that can't be revisited. The problem isn't just restricted to JRPGs Dragon Wars has items of this type, including most types of arrows (you can only buy basic arrows, and except for a certain magical quiver with unlimited ammo, the arrows you find aren't strong enough to justify their rarity). You see this in some Final Fantasy games (2, 3, 4, 7 (attack items), and 6 (why use X-Ethers, of which there are only *3* in the entire game, when you can farm Elixirs, which are strictly better)), and it just makes those items feel pointless. The problem comes in that some games have too many items that fit into the third category. Items that are rare, but not powerful enough to justify their rarity. Items that are rare and powerful and useful in the harder parts of the game.ģ.


Items that are common, typically available in unlimited supply.Ģ. The thing is, consumable items you find fall into three categories:ġ. (I find this easiest to handle on a repeat playthrough, as I know what the trouble spots are and when it's worth using an item there, without fear that I'll need it later on.) It's a habit I want to break, but unfortunately, games often don't make the habit worth breaking. (Examples of this include early Sierra adventure games (where missing an item can make the game unwinnable) and PSX-era Final Fantasy games (where missing an item might prevent you from getting a character's ultimate weapon).) If developers hadn't done that, I think you would see fewer players going out of their way to explore everywhere and get everything before continuing on.Ī related issue, and one that bothers me, is the tendency to find all sorts of rare consumables and never use them. The habit of searching everywhere is, to some degree, the fault of game developers hiding useful (and sometimes critical) items in places that can't be revisited.
