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It wasn't especially hard to find, I mean, I was just trying to uncover more of the map until I found the way to go and it worked like in every metroidvania ever.
The chest is hidden, yes, but you can always see where you haven't been on the map
the damn thing in the map is blackned, whne you get a skill who make possible you get there you go and look, the very least you know there is something there
Bulls***, you can uncover that bit without even seeing the treasure chest.
1. It's placed very awkwardly and needs a bigger hint. 2. The spiral staircase area is very awfully designed, so it can be hard to find the location of a treasure chest or missing map pieces. 3. iirc you could also land on a small ledge there then be locked into the staircase if you move towards it?
I almost missed it coz my map was filled, only accidentally found it coz I was experimenting.
As for saying it'd be like any other metroidvania...well, Metroid has some notorious spots where you could miss a clue and get stuck coz power bombing glass tubes isnt obvious. The Metroid 2 remake also has an optional skill you need for 100% map/items, which most players would never figure out. And if you overlook the hint in Aria of Sorrow, you'll never unlock that true ending either.
For everything Bloodstained does right, the Aegis Plate seems like a really poor oversight on the designers' part. For the record, I eventually found it on my own after a good 3 hours of exploring and the only reason I was on the hunt was that I remembered the Spike Breaker armor from SOTN.
I don't mind the well-hidden location, but there are three fundamental flaws I see with it:
1) - When I got the invert ability, the (correct) location in the Twin Towers was one of the first places I went. I landed on the walkway that extends out near the Aegis Plate... but when you hop off it to explore to the right, the game auto-inverts and pushes you down. The logical thought here is "there is nothing to the right of the walkway since the game forces you down". It's a poor mechanic for a (mostly) necessary item. You could have done the right amount of exploration and been *right there* but the game forces you away from the place you need to be.
2) - Another flaw: when you're at the top of the tower before getting invert, you can clearly see the chest and the spiked ceiling, but... it doesn't show up on the map like most treasure chests do. I'm not certain, but is the idea here that green chests are "hidden" and only blue or red appear on the map? Either way, not showing the chest on the map *once you've actually sighted it* seems like a poor choice.
3) - This one is more subjective, but it's painfully boring to explore the outside of the towers because of how big and blank they are. Combine that with the two design choices/gltiches above, along with the unnatural flow of the game, and you get a "puzzle" that wasn't very well thought out.
It's bad game design in an otherwise stellar adventure. As far as I know, there are no real hints in-game that armor exists that guards against spike damage. But even with that, the fact the "forced invert" when you've basically made it to the correct spot is a major error.
Use your computer mouse to navigate the internets. Be sure to talk to everyone you meet. You're sure to gain lots of valuable information.