That game, bro, omg
You stumble around, find a key, a corpse gets up and you have no idea how to fight back, and then do it all over again.
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That game, bro, omg
You stumble around, find a key, a corpse gets up and you have no idea how to fight back, and then do it all over again.
Most 90's and late 80's point and click games (Sam and Max, Full Throttle, Monkey Island, The Dig, Loom, Maniac Mansion, Day of the Tentacle, Indiana Jones and the Fate of Atlantis, Zack McCraken and the Alien Mindbenders, Kings / Space quest, Dark Seed, Beneath a Steel Sky)
Dark Seed was old school hard and explained nothing. Gave up multiple times, wasn't playable for me. Sucked because I'm a huge fan of H.R. Giger.
The first 4 Tomb Raider games on PC/PS1
Digimon World on PS1, made worse by the fact that it's a tamagotchi roguelite RPG. I never played DW3, but I heard it can easily become a "where the fuck do I go now?" because of obtuse/asshole time sinking designs here and there
Fractal Block World
All of fucking Bloodborne. Fast travel is great. Building into the narrative where you don’t tell the story directly? Fuck that.
azrael's tear
Old DOOMs up till 64. Halo 1 was also very repetitive in its lookalike hallways and got me lost multiple times. I don't miss the get lost mechanics of these games. Especially in doom where the function of the many look alike chambers was unknown to me so the architecture made no sense.
I remember playing Assault on the Control Room on Halo 1 and one of the doors glitched and didn't unlock. I must have walked around those hallways for hours trying to work out where I was supposed to go
The original Bard's Tale
Me and my best friend literally spent a month of near nightly playing trying to get through the first in-town dungeon
Daggerfall also fits the bill
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.
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
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.
This is an extremely specific situation in a game, but...
In World of Warcraft, back in the day, there was a dungeon in Outland, I believe it was Helfire Citadel. It wasn't particularly hard, but if you died, you were screwed. The way dungeon deaths worked was your spirit would spawn in a graveyard out in the regular world, and you would have to run your spirit ass back to the dungeon entrance to respawn. But finding the entrance to Helfire Citadel was so difficult I told the group if they don't rez me, they'd have to just kick me, because I'd never make it back in. It was awful.
There is a reason that as long as Hellfire Citadel has existed, the first Google auto complete suggestion is "Hellfire Citadel entrance."
Lots of the vanilla WoW instances was like that. Often the way to the entrance was populated by the same level elites as the dungeon so you had to run a gauntlet just to get in.
The Deadmines and Uldaman comes to mind. And since you spawned at the entrance you had to dodge and sneak past patrols avoided on the run. Gnomereagan and Maraudon and parts of Dire Maul was very maze like if my memory serves me right
Blackrock Depths was fucking big, too. Later on, with the LFG tool, it was separated into 2 or 3 parts, I think. I mean, running alone back in WotLK days, where you could easily kill everything side, would still take you 2 to 3 hours to fully clear the place
Control had me wandering around.
That's one of the best games I've played with one of the worst map designs I've ever seen.
Surely that's the point though. Isn't the map design part of the Tower of Babel madness vibe?
I'm sure I can think of several examples but recently I was replaying the original Darksiders and boy howdy did I get lost all the fkn time
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.
I gave up on point and click games when the solution to a problem in Monkey Island 2 was to put a fucking dog in your pocket. Even the look Guybrush gives when he stuffs the dog in is like "bet you didn't think to do that initially huh..?'
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.
A couple times in Linda Cubed Again. The game's next objectives are told to you by characters, or through the in-game voicemail system.
However, there is no "current quest" screen so if you take a break from the game, you can easily forget where you left off.
Also, it doesn't help that the game was only released in Japan (and fan translated only recently) so there's not a lot of walkthroughs you can follow.
I remember there being a few points like that in Megaman Legends 1 and 2.
Legends 1 certainly had more "exploration", as there was nothing to point you to where you should go. Legends 2 has neat red arrows on the overworld map, so you have a decent idea of where to fuck around, though the dungeons got much more elaborate. Fuck the Nino Ruins
Myst, sometimes Max Payne, Doom 3, Tomb Raider
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.
The old text adventures where being able to solve a puzzle required hitting the right words. "Oh, twist, not pull."
Dear God those text parser adventures. I remember playing Hugo's House of Horrors and trying for the longest time to remove some screws from a grate.
Okay screws np.
UNSCREW SCREWS
I don't know how to do that.
REMOVE SCREWS
I don't know how to do that.
Reeeee... Turns out it only responded specifically to UNDO SCREWS