We’ve all played them. Backtracking, not knowing where to go. Going back and forth. Name some of these games from your memory. I’ll start: Final Fantasy XIII-2, RE1
Just started playing a simple isometric game called Tunic. It’s cute, and you play as a little button mashing fox creature with a sword in a language that’s gibberish as you find hidden paths in the isometric style. It’s frustrating for being so simplistic, because the hidden paths are hidden. I kinda like it so far tho. Just simple, relaxing, chill music, and cute AF artwork.
Absolutely adored that game! It’s one of those that I wish I could replay without having remembers how I uncovered all the various secrets.
Fantastic game. If you haven’t been already, you can tilt the camera slightly to get a peek at some of the hidden paths.
Yeah with the lock on button? When I figured out that holding the dodge button let me sprint, it blew my mind haha
Myst, sometimes Max Payne, Doom 3, Tomb Raider
Divinity: Original Sin 1. took about eighty odd hours to get to the door that says sorry mate, not enough magic stones
Unreal 1 (not Unreal Tournament), some level were a bit too labyrinthic
Myst 3 and hollow knight got me that way. Hollow knight was the worst, I simply couldn’t tell where I needed to go and where I’d already been 😅
I like hollow knight, but i don’t think i can ever go back to that game. I had so much fun for a few hours and then i walked around for an hour or two, being beyond lost.
Interestingly that’s the exact thing I loved about Hollow Knight. I got so immersed in the exploration specifically because I got lost. On my first playthrough I ended up sequence breaking the game and cleared out deepnest, ancient basin, hive and kingdoms end before the city of tears. I was way out of my depth and I loved every moment of it.
Every
Single
Old
Game.
I hate it
As an old game player. If I stop and think about it, I really hate that I get frustrated /bored if I’m playing a game that doesn’t tell you what to do / where to go at every moment.
To me I’ve feel like I’ve lost my sense of adventure.
Maybe it’s also a time factor too, I don’t have the same amount of time to play when I was a kid.
Having said that, game design certainly has improved over the years and lessons learned in what not to do when it comes to level design!
I resonate with this. I feel like I had far patience and wonder as a kid.
My ass repeatedly reset games I had beaten or got close to beating, especially if I was stuck. I was especially guilty of this with Pokemon games, where I would just reset if I couldn’t get past a certain point (didn’t find the strength TM in BW so couldn’t fight Team Plasma), I beat PMD Gates to Infinity like 4 times lol. I grinded so hard on Platinum Victory Road in an attempt to beat the elite 4, that I found my first ever shiny from ruining the local Rydon population.
I’m far too tired to do that shit now, I felt depressed going from Octopath I to Octopath II because I have to grind again and I’m broke 😅
If you can’t figure out Super Mario Bros then gaming just isn’t for you.
You want the absolute “guide damn it” example? Try playing the OG Dragon Quest games. They’re nonlinear by nature and there’s a spot in 2 (or was it 3) where you need to literally check an unmarked floor for an item. No indicator, save maybe a vague NPC dialogue in another part of the planet that didn’t get adequately translated in English so you’re truly aimless.
It’s a secret to everyone!
Reminds me that Nintendo had help lines you could call for stuff like Zelda secrets, and they may have intentionally added things like secret caves to incentivize that lucrative service.
It’s in 1 where you find the item to avoid swamp damage
Oh snap, time to go back 30 years and get lost in Alone in the Dark again!
Final Fantasy 7 has a lot of mini versions of this moment because the level art is rarely distinguished from the actual terrain you can interact with so sometimes you kinda get stuck until you realise that this time that little ramp is actually something your supposed to walk up rather than un-interactable scenery like all those previous times.
in the development a lot of stuff got cut too so there was art meant to be interacted with that ended up not being
Back in the day I once timed out on the bombing mission escape because I couldn’t find the right spot to climb the damn ladder near jesse
There is a setting you can enable to make entrance and exit visible if I remember correctly
Animal Well, but that’s kinda the point
Zork. God forbid you forget to look mailbox
Blue Prince for me right now.
It’s SO GOOD. If you’re reading this and you like puzzle/mystery games, play it now, play it blind, and have a pad and paper handy.
Prince of Persia Warrior Within
I don’t remember that one being too bad. I actually beat that one, unlike Two Thrones
Subnautica and Hollow Knight spring to mind
Wait, open world, specific upgrades needed to access new areas and progress the story… I think Subnautica is a secret metroidvania. It’s just most of the upgrades are “you can go deeper now”.
That’s what a lot of the upgrades boil down to, yeah. Air tanks increase endurance, fins and seaglide increase movement speed, rebreather eliminates an endurance draining effect at depth, seabases and submarines allow you to start your dive from greater than zero depth. Pretty much all of that boils down to “dives to this depth are now practicable.”
Other than that, the knife allows you to harvest plate coral for making computer chips, kelp for making fabric, and seeds for plants. The scanner is required to obtain the blueprints for several other required buildables. The mobile vehicle bay is required to build the Cyclops. The Cyclops is required to make the shield module. A radiation suit…I think speedrunners don’t use it and just tank the damage with medkits, but I consider it a requirement.
There is one straight-up key you have to craft; there are several others for required or optional doors but you only have to craft one to complete the game and two to unlock all doors.
There’s a tool that is like Half-Life 2’s gravity gun, which can be used to move heavy obstacles out of paths, but it’s never outright required for anything. I usually don’t bother with it.
The laser cutter is required, You have to cut through one of two doors in the Aurora to gain access to the Captain’s Cabin.
Subnautica’s art direction does give me Metroid Prime vibes.
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