If you play a song before you've officially learned it in The Legend of Zelda: Ocarina of Time, The Legend of Zelda: The Wind Waker, or The Legend of Zelda: Spirit Tracks, it won't have any effect.Can lead to Damn You, Muscle Memory! if replaying the game after finishing it. The sword techniques in Zelda II: The Adventure of Link, The Legend of Zelda: The Minish Cap, and The Legend of Zelda: Twilight Princess.However if you haven't gone through the rest of the game (or at least unlock certain crucial clues) first, you will be told that you are not yet worthy of the Grail. In the NES video game adaptation for Indiana Jones and the Last Crusade, you can actually go straight to the Holy Grail and pick the right one soon after the game starts.It's a Key Item that permanently provides Nero's Devil Bringer with the Snatch and Hell Bound abilities, yet you cannot latch onto Grim Grips unless you interact with the pedestal that houses said key item. Devil May Cry 4 in particular, has an egregious example with the Evil Legacy. Even on New Game Plus playthroughs, it's a common trend in the series to re-acquire Key Items, or interact with certain objects again in order to make progress in the stages.Some attacks must be purchased first before they can be executed no matter what, even if the player is already familiar with their control inputs (especially for the recurring abilities and attacks that have counterparts on other weapons), or even if the method to use them is as simple as holding the analog stick towards or away from a locked-on enemy.The passwords are determined from the beginning of the game but if you reload the game and try to enter the password before receiving it, it won't work. In Beyond Good & Evil you can only open the password-protected doors in the enemy base by scanning the door and receiving the password and you only receive the password after finishing the associated mission. The Battle of Olympus has Prometheus "teach" the player how to draw fire from the Staff of Fennel (hold up on the controller when pressing B) but even if you already know this ahead of time, it won't work until you talk to him.This is because Aquaria's songs function like powerups in other Metroidvania games. In Aquaria you have to have the experience (usually beating the right boss) that teaches you a song before you can sing it.In character role-play, when players are expected to immerse themselves in their character and stick to a role, it's typically the latter.Ī Sub-Trope of Double Unlock and Railroading.Ĭompare You Have Researched Breathing, Guide Dang It!, New Skill as Reward. Depending on the community, it can either be a common and acceptable tactic (especially for MMORPGs,) or it can be strongly frowned upon. In role-playing circles, this is commonly referred to as " meta-gaming," and is usually more generally defined as a character acting upon information that they shouldn't possess (yet the players themselves do). Instead, they must follow the NPC and "learn" of the destination as the designers intended. If the player possesses foreknowledge of the target's ultimate destination (either because they've played the mission before or consulted a Strategy Guide), they usually can't just go there directly. The Stalking Mission, which tasks the player with following a Non-Player Character to a specific destination, almost always invokes this. And if there is an instrument with a bunch of Magic Music songs, and the hero knows how to play the instrument, you can do the button presses that play a song at any point before you learn it, and still it won't have any effect until you get to the right point in the game, earn enough experience, or pay enough money for it. Likewise, in most Functional Magic settings, just saying the magic word won't be enough. If the move requires certain conditions, like a Limit Break or Super Mode, it can still count as this, as long as "learning" the move in-game is still required to execute it once these conditions are met. He has to "learn" those new moves, if only because the Player Character doesn't know them in-game yet. The player, whether with experience from a previous play-through or a strategy guide, knows the button presses or secret codes to activate every function - but the hero can't use them yet. When the hero of a Video Game gains a new weapon, item, or ability, it can come with a whole set of attacks, spells, or other useful things.
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