In contrast the game can get quite specific with lending a helping hand, if only to avoid confusing and frustrating the player. I was on a fetch quest in a large forest for several pieces of firewood that were hidden that required me to get in close proximity to the items location to uncover it’s exact location. Instead of just letting the player wander around humping the walls endlessly in the vast environment trying to find each piece, my new companion would tell me when I had found all of the wood in an area and would not let me stray too far from the mission grounds which pretty was contained to 4 areas of the much larger space.
(-) The inherent problems with making a game based on time travel means that at the end of the day the developers could not have figured out every scenario and planned for it. Take this example, I was asked for some boar meat, and I remembered that I got some earlier for that same firewood quest I was on before but figured I could go and fight the boss again and, instead of delivering the wood and the boar meat a second time, I could leave that timeline behind while bringing the meat to the person who requested it.
I ended up having to find the same 5 invisible pieces (which was tedious in itself) of firewood again. It was a bit of a pain figuring out where all of the pieces were for a second time and when I had completed finding the wood, killing the boar boss and then time traveling to deliver the meat to the person who requested it, the guy acted as if I had nothing at all (nothing at all!, nothing at all!) much to my chagrin. But hey, at least I got some experience from that boss fight, right?
(-) Even though I have only encountered 2 or 3 fetch quests 10 hours into the game so far, I’d have to say that the find the, “find the invisible things in the environment” fetch quest type tasks that are required to get through the game are my least favorite parts so far because of a couple of reasons. First and foremost, the fact that the things I need to find are invisible causes a bit of necessary repeated wall grinding and it’s easy to forget which screen you found what on. Second, and pretty much compounded by the tedium of the first, if you leave an area via time travel, the area resets and requires finding the objects all over again.
(+) To cap off my complaints about searching for inexplicably invisible stuff in the environment and the gameplay loopholes of time travel, I want to bring it back around to a really positive note and mention the joy of maneuvering through the environment. The environments in Radiant Historia are open and well designed maps that have multiple paths and many secrets to hide. The main character Stocke (yeah.. I know) can interact with the environment in a number of ways.