You must have like super human eyes or something, it was near impossible to see any little details due to the lighting and the fact that it wasn't focused on the TV that much.
They arent tiny details, they are kind of large structures, given away by blatant design changes in the scenery around them, ie paths and clearings to get to them. I think it would be pretty easy to miss them if looking for tiny pixel details, instead of more big picture, like missing the forest for the trees or something.
Im pretty good at finding that kind of stuff, its literally the founding mechanic of my favourite genre and design style. Honestly, people who cant yet do that are probably in the 'sweet spot' where the impact of stumbling upon, and discovering, and getting adept at finding things will be the greatest. So what REALLY grinds my gears are these obnoxious crappers who think they know SO MUCH, miss EVERYTHING and complain about the game not having things. The whole POINT of the schopl of design zelda was founded on (and the 3d games destroyed) was the excitement and sense of accomplishment that came with FINDING things, which means no neon signs pointing them out, no painfully obvious cutscene introduced, step by step forced walkthrough. Its not obvious, its not supposed to be obvious, and thats the point.
People just VASTLY over estimate their abilities, thinking they are geniuses at game design, when they actually know jack crap. In fact they know so little, they LITERALLY can not begin to comprehend the knowledge it would take for them to REALIZE how ignorant they are. Straight up text book dunning kroger:
http://en.m.wikipedi...g–Kruger_effectPandering to them is what has destroyed gaming, design has gotten dumber, and dumber, and dumber, and dumber, and dumber, just to appease them and their pitiful powers of observation attached to their obnoxious entitled arrogance.