Devil May Cry 4, but I was able to finish it. I couldn't even complete Devil May Cry 3.
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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".
I was playing Star Wars: Bounty Hunter on Switch today because of the current free trial. At first, running around as Jango Fett in the Gamecube era was fun, but then shortly after getting my jet pack, I get completely turned around while chasing the bounty guy and spend over a half hour being lost. Called it quits after that.
Probably half life. It's kinda intentionally tricky and meant to be some kind of puzzle
La-Mulana
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.
Ecco the Dolphin is literally impossible without a guide.
That game was like an unforgiving crack rock
designed that way to make more money on people renting it over and over to try and beat it IIRC
I am not really seeing 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.
This one's pretty controversial, but if you've never played it before,
Half Life 1
It's really confusing and enemies will pop out of nowhere and kill you instantly. Not really fun imo, but then again I AM playing it for the first time 27 years after it came out 😂
I'm sure Black Mesa is more intuitive though.
Which bits in particular? Because on one hand it's a fairly linear design, but on the other there are some bits that can loop around themselves and objectives aren't always obvious.
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 to 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.
The number of times I totally overshot distance based on the quest description and ended up in the Ashlands....
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.
Pocahontas on Sega Genesis. I don't even remember the plot, but I got stuck and had to return it to Blockbuster.
Animal Well, but that's kinda the point
Prince of Persia Warrior Within
Oof yep I feel that one. I love the wheel and spoke moderately open world level design, but if you actually need to move the story it can be very difficult to find where the next bits are.
Divinity: Original Sin 1. took about eighty odd hours to get to the door that says sorry mate, not enough magic stones
That's my experience with 99% of old school point and click games. At some point in every one it devolved into me running in circles and trying every item on every object.
Yeah, basically every game that runs on scummvm is a good candidate here: leisure suit Larry, kings quest, police quest, the dig, sam and max, Indiana jones and the fate of Atlantis, all the sierra and lucasarts ones
Myst series is another good one. Journeyman project trilogy. These all ruled when I was like 12 years old
I miss when games were confusing and aimless by default. I know there are still games like this but I feel like the default now is a game that’s like “oh hey, go down this hallway full of locked doors! Except one door is unlocked, that’s a secret area, good for you! But otherwise go down the hallway to the next hallway!”
Zelda: Link's Awakening on the GameBoy Color in the mid-90s. I got to the second temple, and was totally stuck - to progress I needed to learn to jump, which I inferred was in this temple, but I just couldn't figure out where it was.
Wandered all over the available map, which of course was constrained due to lacking the jump skill and other story-driven tools. Nothing.
Finally bought a game guide, which explained to me that I needed to bomb a wall in one room in the second temple to progress. It was indicated by a small crack, a staple in Zelda games but invisible to me in my first experience with the series.
The cherry on top was that by that point, I didn't have any bombs to break the wall, and I recall that I didn't have the ability to buy or acquire any and had to restart the game to progress past the point where I was stuck.
After that point, Zelda: Links Awakening became one of my favorite games of my childhood. It is hilarious how much frustration it caused me before that realization.
Some games really do depend on learned conventions from previous games which can feel a bit unfair to the uninitiated. It's a double edged sword of avoiding too much tutorializing vs alienating newcomers.
DOOM
Fuck your Blue Key.
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.
Myst.
Riven.
Myst III Exile
every Metroid or Castlevania game, to the point metroidvania is a genre.
Zork. God forbid you forget to look mailbox
I actually like those a lot. Just listing some in no particular order:
- Metroid Prime Series
- Dark Souls Series half the time
- Resident Evil 1, 2 and maybe 8
- Hollow Knight
- Castlevania Symphony of the Night
- Outer Wilds
I'm gonna have to go super old school on this, because I think gradually games have gotten progressively 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 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.
I've just finished Turok for the first time. Some of these levels are absurd.
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.