No no no. Truth is I grow tired of this oncoming phenomenon that is sweeping across our sandbox/linear games without rhyme nor reason. And while it appears to be only second to that other annoying trend (QTE's*) brought on by Resident Evil 4 (unless it was God of War's fault...) it has without a doubt seeped into most current releases from now to only a few years back.
*Quick time events for the acronym impaired*
Yes I am blatantly attacking the collection agenda that developers swoon over because of one very simple feat. It adds depth and time to their games and thus it (possibly) hurts resellers of used games/helps original publisher (another topic I'll get into at a later date). But the flaw here completely and unnaturally begins to destroy (linear) games to such a degree that I must question what the hell these people were thinking (other then the whole money thing... Whoops!).
Imagine for a minute - as I recently reviewed Wanted: weapons of fate - that you're streaking the halls (not nude, perverts) nearly dodging bullets while returning fire and smoothly crossing over cover to cover avoiding slugs left and right. Now imagine all the adrenline and all the excitement this brings as you watch the last man crumple beneath your l33t skills... And then you drop EVERYTHING YOU ARE DOING TO LOOK FOR SOME LITTLE ***KING PURSE/COINBAG/CASE/BAGOFWEED/ETC.
Meanwhile the game world carries on without you. More baddies come in and you're still looking through the corners and the garbage and beneath those tiny itty bitty shelfs that shouldn't even exist, all the while your body is riddled with the lead from a thousand uzi's and otherwise obliterating all synergy and continuity you had just a moment ago. Boom, flash of light, flash of black darkness, game over sign, GONE.
A little extreme I know but the reality is and this is a big one here folks, why am I and why should I be searching for these little annoying pieces of whatever when I bought the (insert genre) to do (insert specific tasks). I mean would you really sell a baseball game (say MLB The Show) where at every inning swap (top to bottom) both teams scuttle off the field so that you can relive the enjoyment of bringing out the maintenance crew to manually clean the field up inside a virtual world? It might be interesting to see it done (if it isn't already) but would it and does it justify the time lengthening bullocks currently being employed in what seems to be practically every single game currently/coming out?
I'll answer that for you. No it does not.
But I'll play devil's advacate for a moment. Aftter all how can this be as bad as I say and no one else seems to mind?
Simple fact is collecting stuff is fun just ask Nintendo and their gamefreak department. There's more pokemon alive now then there was/is oil in the gulf. For god's sake if collecting wasn't fun it couldn't and would not have survived the PETULANT GAMER of today's era let alone survive the omnipotent video game reviewer of IGN/Gamespot/etc.
So am I so upset that I can't overlook this (would be) minor glitch in the system?
Well for one *looks up at the disrupting gameplay* I'd say my biggest problem is three fold. For one, why in every game are we collecting these things without some form of contextual reward (other then the beloved achievements)that assists the in game world? Does every collection gather need rewards? No, but if you want me to drop (the game version of) reality for some silly nilly object I certainly should be rewarded other then a little blinking instant message saying that I just won the game. Look to Mercenaries 2/Grand Theft auto/Armyoftwo/etc.
Two is actually the procedure of procuring these artifacts. You either end up requiring a guide (more money) or you need the internet nearby neither of which are to abysmal a request but I always thought and still think that a game should be self contained. Batman Arkham asylum is a perfect example. First you'd receive riddles and eventually you'd find a map to approximately where said secrets were. You'd even be compensated for the task. HOW PRACTICAL!
Another scenario is Infamous a game that diverges hidden packages into the two brackets. Which is to say again they're both incredibly useful (adds an extra bolt to your hud/reserve) and give you an actual map to EVERY SINGLE ONE. And on the flipside, to make it both effective and attractive there are over 200+ to find in the world so in game guide be damned it'll still take an ass load of time to find all that goodie goodie treasure.
The other fault here? Why do these hidden packages have to be physical? Why can't they be objective based IE infiltrate base without being spotted/blow up fuel depot/etc.
Oh wait... What was I thinking... Aren't these now achievements?
One minor edit notice: I'm only ripping on linear path game worlds who diverge time and energy into these hidden packages because they are (typically) narrow in decision and progression. Free roamers such as AC 2 (as noted above) infamous or GTA don't really count into the discussion because at the end of the day you can always tackle anything at anytime thus it doesn't interfere. Whether it's worth? Well look at crackdown (one. Not that other one). Many people loved searching for agility orbs for no other reason then for the search. There's nothing wrong with that when it resides in THAT setting.
Second Editing: Was in a hurry this morning. Still doing some trimming to the spelling/grammatical errors.