Fuck yeah space funeral. One minute you’re being jumpscared by dramatic Charles Baudelaire readings and then chatting up Dracula in the next. It fucking rules
For story driven ones i liked To the Moon, that others have mentioned, Finding Paradise, OneShot, and The coffin of andy and leyley (which is still ongoing). Some that have combat but are still focused on a story are Omori, and End roll. Almost all games where you go eventually go into someone’s mind, i’m noticing now.
Challenges in action games are worth completing most of the time because they’re typically designed to either drive home the intended purpose of individual combat mechanics, or outright reveal mechanics too advanced to cover by basic tutorials—e.g. dodge counter in Hi-Fi Rush.
Any “no death” achievements/challenges in souls-like games. I don’t see a point in struggling for weeks/months just for a small badge on my account.
On the other hand, 100%'ing certain games like Stardew Valley is definitely worth it. I won’t spoil what happens, but just know that it is worth doing.
I’ve come close to getting all the capsule toys in Shenmue but in the end it was a lot if reloading saves and eventually I gave up. I barley finish any games so doing extra challenges is even rarer for me :/
Completing entire tech tree in minecraft modpacks. For those who dont know, many popular modpacks for minecraft has a questlines, usually its main progression chapters, explaining how to play the game, and many secondary queslines for specific stuff or mods. And many of this mods are optional for the main progression, so completing them or even using them at all is just useless extra work.
Regarding collectables-based challenges, in my experience, all collectables that don’t unlock content or aren’t some kind of upgrade are a waste of time.
I remember collecting all the figments in Psychonauts 1, how frustrating and time consuming it was and how it was near useless to the regression of the game. I love Psychonauts and I would like to play it again over and over, but I would not collect those pesky figments ever again.
If the collectibles aren't satisfying to obtain on their own, I don't think putting an unlock behind them makes them retroactively better.
A good collectible is something like Strawberries in Celeste, each one requires you to take a more difficult path or do an additional screen. They're fun to go for, and I think it actually would've detracted if some unlock made them feel like a required task rather than a bonus challenge.
bin.pol.social
Ważne