This one might be boring to watch, but it was interesting to play. There's an area I can't get to - a locked door which probably leads there - so either I missed a key somewhere, or I get to come back to the asylum later on. Even though a fucking awesome bird carried me very far away.
I kind of hope it's #2. Hunting for optional treasure is one of the things which really does benefit from the modern tutorial/objective style of game; you want to have collection lists, completion percentages, et cetera. I mean I remember Ocarina of Time, how much fun it was to get everything with just gumption and ancient gamefaqs but like... I'm not 14 anymore.
Isn't this a completely unjustified complaint based on speculation anyway
No, I can justify it: although too much handholding breaks immersion and kills satisfaction, and this game is so far doing a good job of not handholding, there are distinctions between
- guiding you through things that didn't need a freaking guide
- creating a flat difficulty which has had all reward playtested out of it, and
- relieving tedium by providing some indication as to whether or not you actually "need" to click on everything in this room
I'll enjoy it if the game has secret quests, optional superbosses and so on, but I really hope it doesn't have item-hunting.