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
Animal Well, but that’s kinda the point
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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
Animal Well, but that’s kinda the point
Zork. God forbid you forget to look mailbox
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.
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
in the development a lot of stuff got cut too so there was art meant to be interacted with that ended up not being
Uncharted 1
Shiet, I’m still having this problem with more recent Naughty Dog games. Getting the hint option that pops up when you’ve been stuck somewhere for a while in The Last of Us Part 2 Remastered embarrasses me. Though I am thankful that it’s there.
Every
Single
Old
Game
I hate it
If you can’t figure out Super Mario Bros then gaming just isn’t for you.
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.
I resonate with this. I feel like I had far patience and wonder as a kid.
Divinity: Original Sin 1. took about eighty odd hours to get to the door that says sorry mate, not enough magic stones
Ecco the Dolphin is literally impossible without a guide.
That game was like an unforgiving crack rock
I don’t really see it. I did finish it without a guide back then. It was the Windows 9x port, but I don’t think it changes much.
Really in my case a guide would not help for the hardest parts, which were mostly the crazy moves needed to push those floating things to break rocks and to swim against currents with boulders.
designed that way to make more money on people renting it over and over to try and beat it IIRC
Oh snap, time to go back 30 years and get lost in Alone in the Dark again!
Morrowind.
Can you find this person whom wandered off into the ashlands? They went east-ish.
I’ve spent more time than I’d like to admit in the Construction Kit so find out where in Vivec’s name I had to go this time. Usually it turned out I just barely missed the person or location I had to go before starting an hourlong search.
But despite that still a game I deeply love.
Jesus, the finding people thing was tough, but finding the quest item that I had already looted from a grave and either dropped or sold to a random merchant? Game ending, man.
This was me lmao. On my first playthrough of Morrowind as a teenager I dicked around and did everything except the main quest for ages. Around level 18 I decided to actually progress the main quest. Hasphat, check. Arkngthand, no sweat. Talk to Sharn Gra-Muzgob, she says to fetch the Skull of Llevule Andrano. Cool, go to Andrano’s tomb, looks kind of familiar. Where is the Skull of Llevule Andrano? Cause it sure ain’t here in his tomb. Whoopsie.
Never found the skull, never progressed the quest, had to start a new character to actually experience the main story. I wonder how many potential Nerevarines failed to ascend due to missing minor quest items. Wish I could ask em that inside the Cavern of the Incarnate.
That’s what I like about the game. The NPCs tell you where to go to the best of their ability, and you follow to the best of yours. I like it a hell of a lot more than quest markers.
There are more than one occasion where NPCs just straight up lie to you in quest directions though. I can’t think of it off the top of my head but I remember it existing because I complained about it on a forum.
On one hand - great worldbuilding! “Local dumbass gives you bad directions” is a funny and memorable point on top of what might otherwise be a forgettable side quest. On the other hand, I spent the better part of four hours looking for whatever egg mine or ancestral tomb or whatever it was he asked me to find before getting fed up and having UESP tell me “lol no actually it’s off in this complete other direction”, and I’m pretty sure I assassinated that NPC after I turned in his quest.
The number of times I totally overshot distance based on the quest description and ended up in the Ashlands…
Star Trek 25th Anniversary Game Star Trek Judgement Rites Myst
I’ve installed Myst around 10 times and I haven’t gotten anywhere with it. I refuse to look at solutions because its a legendary puzzle game and I will not be beaten by it, but also I’m not at all sure what to do at all. I have never solved a single puzzle. I’m never even sure what’s interactive or not, or if I’m even looking at a puzzle or just seeing clues where there are none.
I should try it again soon…
Lego Harry Potter
For fucks sake it was obtuse. I had to use a walkthrough to figure out what to do next multiple times just in the first episode
Blue Prince for me right now.
Yeah it’s good in a lot of ways but especially early on you can just get stuck with no way to progress due to bad luck.
Legend of dragoon
I’ve probably played a bunch, but the one that most comes to mind is Antechamber. Super weird FPS puzzle game ala portal but with a lot of mindbending illusions, non-Euclidean geometry, etc.
It’s got a metroidvania structure but without much guidance and a lot of stuff will just loop you back to where you’ve been if you’re not getting things right. At some point I was just completely lost. I couldn’t possibly think of where I haven’t tried to go or do. Worst part if I tried to look up a guide I don’t even know where I’d begin to look.
Uhg, I’m pretty sure I got 90% of the way through that game and then I took a break for some reason or another. Came back and was just completely lost. And just like you, cant even look up a guide because I don’t know where I’d begin to look.
Unlike the others here, I would argue that this is supposed to be this way - it’s a mind bending puzzle after all.
True to some extent, but I think there are limits to how enjoyable it can be to not even be able to find the puzzles in the first place. It also makes coming back to it super confusing.
Tunic
Pokémon Gold/Silver/Crystal
Metroid
tunic was the only souls-like game I could get myself to play and I’m so glad I did it was incredible
Myst.
Riven.
Myst III Exile
Hmm. I’m not sure these count.
A) they’re supposed to be mysterious
B) the progression makes sense, even if the key is in one of several burned books on a bookshelf among many other similar keys, or given to you in one of the bad endings.
The information is there, you just have to work for it.
I haven’t played Myst III, that was by a different company, right?
Myst III was made by Presto Studios in collaboration with Cyan, it does have a slightly different feel to the other games, but it is not bad
I’m gonna have to go super old school on this, because I think gradually games have gotten gradually better about this as the art form advanced. The absolute worst for this that I know of for this has to be “Below The Root” which, despite this point of criticism was a mind-blowingly advanced game for its time, arguably the first real open world CRPG. I have no idea how anyone could’ve legitimately completed the game without either using a guide or playing it over and over for years to learn every possible route of progress. I think the confusing nature of the world was in fact simply because nothing of that scale had ever really been attempted before and there was absolutely no precedent for how to adequately guide players through it.
The world was, for its time, truly immense and sprawling with a multiple screen interiors for most buildings, a full cave system hidden underground, ladders and secret platforms aplenty. You could converse and trade with various NPCs in houses and wandering around on many of the screens. And when I say “screens” you have to keep in mind I’m talking about something this size. That is not a lot of context to work with for navigation.
It’s also full of secrets and hidden things, and like many games of the time you will need to find and use pretty much all of them, in pretty much a specific order, to actually complete the game. I can’t even describe how insane the sequence of events you need to do to actually complete the game is, this guy uses a guide and save states but I think it illustrates the general lack of clear guidance in almost all cases. Combine that with the fact that you “die” easily, your inventory is extremely limited capacity, and did I mention you’re on a time limit? Because the “goal” of the game is to rescue a guy and if you take too long, he dies and you can’t win anymore!
Many naive players (myself included) weren’t even convinced it HAD an ending and just kind of played it endlessly like it was some early version of The Sims.
I’ve just finished Turok for the first time. Some of these levels are absurd.
Turok 1? Cause IIRC there’s only a couple areas where I feel you can get stuck unless you really think about things. For the most part you just explore all parts of the map until you find the right place to go.
The one that first comes to mind is the level where you’ve got to find a bunch of switches to raises “stairs” over a pit of lava. Again, IIRC. The other one is a place where you’ve got to know that falling off the cliff won’t kill you. But IIRC you can see the tree tops in that area which you wouldn’t see in an area where falling will kill you.
Yeah, the maze with button platforms is catacombs, that was definitely the one that had me stuck the longest time. Partly because of the maze-like structure and partly because it relies on a few climbable walls that are a lot less obvious than the usual and a very missable teleport tile.
There’s also plenty of places especially in treetop village where I was like “how the fuck am I supposed to go there?”. Turns out none of them is really necessary (and some might just not be normally accessible, even though they have items?) but that’s still confusing.
And even though I didn’t get lost too bad in it, Final confrontation surprised me. From the name I went into it expecting maybe a short level and the boss fight. That thing took forever to go through.
Halo ce campaign.
I am playing Dark Light at the moment and I don’t know where to fuck should I go?
Been playing Diablo 2 Resurrected again, so… Diablo 2. Especially on higher difficulties some of those areas (Durance of Hate, f.ex) are extremely maze-like and the only reliable way to navigate it is to just follow the left wall no matter what.
Otherwise, I played a demo for a game years ago that I can’t remember the name of anymore that was built around non-Euclidian geometry, so walking through a door in one direction would take you to one place, but walking back in the other would take you somewhere else instead of back to where you came from and such.
Sounds like Antichamber
DOOM
Fuck your Blue Key.
There is a really fun Doom mod called “my house” that seems totally absolutely normal artsy house recreation at first…
Until you discover the mirror universe and the downstairs (at the time this mod released multiple overlapping layers of level geometry was not technically possible).
still need to get around to beating doom 2. It just got so repetitive I had to take a break
Don’t feel too bad about it, the best bits are the first half or so I’d argue.
Silent Hill 2 - dropping canned juice in the laundry shoot. Weirdest mechanic I’ve ever seen, nothing pointed to do it, just finding the juice was weird, how was I supposed to know to put it down the laundry shoot of all places. My friend who got me to play it watched me wander around the apartment for like 10 - 15 mins, getting more and more confused and frustrated before telling me what to do.
Chute
Thank you, my wife wasn’t reading over my shoulder to correct me at that moment.
Bro nothing will ever beat fucking metroid for the nes.
Main progression literally behind random wall tiles you have to bomb
I had tried a few times before, but the first time I actually completed Metroid 1 was just after its remake, Zero Mission. The original game was included (also as a bonus in one of the Metroid Prime).
The thing is, the map structure is the same (just with extra levels, more puzzles and ability gating). Power-ups and bosses that already existed in 1 are at the exact same spots. Helps a lot if you can just remember where important stuff is supposed to be.
Serious headfuck of a puzzle game.
I was looking for this one. I really enjoyed the game, but the amount of days I spent going back and forth trying to find the next path was nuts!
I still think about how I managed to finish it once, then tried again 1 month later only to be completely dumbfounded as to how to get the damn yellow block upgrade again
Glad someone posted this game. It had no right be fucking good lol
it looks like I get to be the one that mentions:
ET on Atari2600
Obviously, you go home.
Daggerfall
I got certainly the most lost I’ve ever been in a game in a Daggerfall dungeon, trying desperately to find the tiny wall tag that’s supposed to be the exit.
Those are torture.
Metroidvania games can be pretty good for this sometimes. One that really got me was Bloodstained: Ritual of the Night. You have to get an ability to progress at a certain point that is a random drop from an enemy. Any game that relies on RNG for progression is going to make me go running in circles. I love the game, but did not love that part.
The original Final Fantasy. If you don’t have a walk-through open next to you I have no idea how you would naturally beat the game in a respectable time frame.
taiyang@lemmy.world 1 year ago
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.
caseyweederman@lemmy.ca 1 year ago
It’s a secret to everyone!
taiyang@lemmy.world 1 year ago
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.
ieatpwns@lemmy.world 1 year ago
It’s in 1 where you find the item to avoid swamp damage