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Nope.
I talk about going through a castle while reaching points of no return.
No questions asked.
There was a fight in a great hall.
> beaten it, searched the area
>> searched the next area
>>> had another fight in a tight hallway
>>>> went back to the great hall only to find said chest
There isn't even a clue that it might be there.
In the demo (and full game), the stone you have to activate is already there... but is inactive till you reach a certain point.
incorrect. you are aware that the game director for granblue relink is yasuyuki kaji and he is the director of nier automata, bayonetta 2, and metal gear rising revengence right? you know all games that did this exact thing? it may not be on its face developed by platinum games, but it is effectively directed by platinum games. according to interviews the work of platinum games is almost entirely intact within the current game. you can even tell this is the case by watching the old reveal trailers and gameplay.
I also don't know many games outside of "Bayonetta" which put you on a cooldown after dodging 3 times in a row... ^^
Oh yeah, I also might add that other chapters are way less open.
There is another one that is really big and explorable... but most of the time, it's a straight line with hidden paths here and there.
In these, you fall down into things or a gate is shut behind you or the floor crumbles... and it's impossible to go back.
So the map you explore in the demo is basically an exception... sadly...
darksiders 2 comes to mind
That... might be the case, but it's too long since I've played it.
When I see this mechanic, I only have "Bayonetta" in mind.
There is stuff that can be way worse when searching for collectables:
1. Crabs hidden in grass.
Have fun staring at the ground while running through the level.
2. Collectibles while rushing through a setpiece.
I absolutely love the setpieces in this game... but good lord is it impossible to look out for anything when you are on a very strict timer while rushing forward.