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

  • Snailpope@lemmy.world
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    7 days ago

    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.

  • taiyang@lemmy.world
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    7 days 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.

      • taiyang@lemmy.world
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        6 days 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.

  • TheDoozer@lemmy.world
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    6 days ago

    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.

    • MirthfulAlembic@lemmy.world
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      6 days ago

      There is a reason that as long as Hellfire Citadel has existed, the first Google auto complete suggestion is “Hellfire Citadel entrance.”

    • Frostbeard@lemmy.world
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      5 days ago

      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

      • I Cast Fist@programming.dev
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        5 days ago

        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

        • Frostbeard@lemmy.world
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          5 days ago

          Forgot about BRD. I also remember stranding in Ironforge begging for someone with the key to Upper Blackrock Spire to unlock it. Man that key was hard to get, and the gems did not even have a 100% droprate

      • Obi@sopuli.xyz
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        5 days ago

        Maraudon was the worst of all imo, big empty rooms so not only did you get lost it just took forever to run everywhere. Good times.

    • ChexMax@lemmy.world
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      6 days ago

      I spent so long on the 3DS in ocarina of time just running all over the entire map not sure how to progress, I eventually gave up. Those stupid boulders are supposed to give you tips but idk I just couldn’t figure it out back then.

      • Alaik@lemmy.zip
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        6 days ago

        I don’t mean to brag but 9 year old me beat it blind… took me a long ass time though

        • Grangle1@lemm.ee
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          6 days ago

          I never used a guide or anything either, I was 13 when I beat it the first time, but finding that one missing key always trips me up for at least a few minutes.

  • But_my_mom_says_im_cool@lemmy.world
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    5 days ago

    Son, you’re talking to a guy who spoke no English when he first played the legend of Zelda for NES. Talk about playing a game that doesn’t tell you where to go next

  • PieMePlenty@lemmy.world
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    6 days ago

    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.

    • Duamerthrax@lemmy.world
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      5 days ago

      Halo 1 was never difficult with Cortana telling you were to go and the waypoint on screen. Assault on the Control/Two Betrayals has arrows on the hallway floors and I never got turned around in The Library.

      If you really want labyrinth level design from Bungie, the Marathon series is were it’s at and completely explains why there’s so much hand holding in Halo CE.

    • neon_nova@lemmy.dbzer0.com
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      5 days ago

      OMG! Yes! classic doom had some of the most frustrating level designs. I started to hate the game after being lost forever on some maps.

    • I Cast Fist@programming.dev
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      5 days ago

      I think Hexen takes the cake among the “old Dooms”, since it has a hub map and you have to revisit some levels to toggle switches that became accessible after toggling another switch in another map.

    • GiveOver@feddit.uk
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      6 days ago

      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

  • darthelmet@lemmy.world
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    7 days ago

    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.

    • I_Has_A_Hat@lemmy.world
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      7 days ago

      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.

    • Saucepain@lemmy.world
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      7 days ago

      Unlike the others here, I would argue that this is supposed to be this way - it’s a mind bending puzzle after all.

      • darthelmet@lemmy.world
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        7 days ago

        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.

        • subignition@fedia.io
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          7 days ago

          It tests your ability to remember and navigate routes, in an environment that’s explicitly non-Euclidean. And you have to think out of the box sometimes to solve things.

          …damn I need to play again. I think it’s been long enough now.

  • tobz619@lemmy.world
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    6 days ago

    Chrono Trigger had me looking up guides as several points just to find a way to progress.

    • Excrubulent@slrpnk.net
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      6 days ago

      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”.

      • Captain Aggravated@sh.itjust.works
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        6 days ago

        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.

  • snooggums@lemmy.world
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    7 days ago

    Hard to recall them since I tend to drop them when I get stuck. If I look up a hint and find out it is something that never had any previous hints to figure out I also drop the game because nothing is more frustrating than guesswork.