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
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
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.
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
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
Fractal Block World
Riven
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.
I got stuck in the first dungeon, because one room required pushing two blocks together but I didn’t even think any of these blocks could be pushed at all!
Bought the official guide book a bit later
I sorta had the same problem with Ocarina of Time. Was stuck in the Deku Tree basement. Didn’t know you had to use a stick with fire to burn cobweb. I thought the game was broken and was thinking about returning the game until I accidentally solved it by fucking around. Not sure if Navi explained it or not, but my English wasn’t very good when I was 10 and the game didn’t had my native language as an option.
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.
Quality design will show you the important parts early on without needing to explicitly state them. Leaving that out in sequels is poor design.
Yeah, well, the original Zelda flagged bomb spots even less, so…
It’s weird to me that Simon’s Quest gets so much grief for this when Zelda 1 and 2 (and particularly the localized version of those) were full of that exact “defer to the guide” nonsense.
In fairness, some of that stuff comes from trying to play older games out of context, since a lot of tutorializing used to happen in the manual, but not on any of those NES examples.
OG LoZ was just:
Step 1: “Here’s a rusty stick.”
Step 2: “Kill God.”
I’m playing Oracle of Ages for the first time in a while, and it is not great! The level design is flawed. The eighth dungeon is a a dark room, some ghosts, and a hint owl that tells you to “attune your ears to the sound of sword on stone” which, right, standard Zelda fare, good of them to make explicit the reminder. But none of the walls clank! You need to push one of the non-pushable statues out of the way, in the dark, to even expose the bombable wall. I went over the whole place twice, and then thought “oh maybe they’re doing a cool metapuzzle thing and I’ve got to leave the dungeon and bomb a new entrance” so I went out and tested the whole area with my sword and then bombed everything in case I was just misinterpreting the clank sound.
The underwater dungeon had the interesting raise/lower water level mechanic, but I explored in loops for an hour before looking up where to go next. I’m not saying it’s supposed to be easy, I like a challenge, but it felt like the layout was deliberately withholding information, which is bad design.
The Long Hook is an upgrade for the Switch Hook. The improvment is marginal and the puzzles that require it feel confusing (I finally have the tool for this but it’s not working (before you know about the L2 version)), forced (this is the same puzzle but the anchor object is two tiles further away) or frustrating (oh of course I was supposed to know about the offscreen anchor).
The Long Hook has an entire dungeon dedicated to it.It seems all my fond memories are actually from Oracle of Seasons. I wonder if they had parallel teams working on them.
Yeah Link’s Awakening is the one that came to mind for me. Even after having beaten it, the next time I played it I would still get stuck.
When I was 5 or 6, my grandmother got a NES and three games. One was Crystalis.
Me and my two cousins played the game in turns, and we eventually got to the first boss, which was quite an achievement because there are puzzle elements to the game.
We could not beat this boss. Several years later, I have my own NES and I borrow Crystalis. I’m pretty sure I got to that boss again and realized something. Hitting him produced a sound that no other monster had. It sounded like hitting solid glass. I finally intuited that I wasn’t strong enough and leveled up to level 3, and wouldn’t you know it, I beat the boss.
It’s one of my all time favorite retro games. It was so ahead of its time. Worth playing if you’ve never tried it.
I had a similar problem with ocarina of time (and lemme tell you having to run around in not one but multiple times was a… blast…)
It was the first Gannon fight where you shoot the paintings… I’d never played a Zelda game before and it took me ages to give up and look it up (thankfully this was after the internet was born, and walkthrough sites were all over)
Morrowind, but in a good way
I still remember the first time playing morrowind and being blown away by the freedom. For some reason my clearest memory of that game is a dude falling from the sky and splatting. Then I stole his magic boots and died the same way.
every Metroid or Castlevania game, to the point metroidvania is a genre.
For me it’s always been Zelda games.
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.
The Water Temple.
I don’t mean to brag but 9 year old me beat it blind… took me a long ass time though
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.
I honestly cannot fathom how someone WITHOUT NINTENDO POWER would figure out East Peninsula is the Secret and to burn a specific bush
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.
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”.
Subnautica’s art direction does give me Metroid Prime vibes.
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.
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
I would love to see a complete remake of Daggerfall with the same randomly generated dungeons; I’m not sure that the random landscape and dungeon generation would work with the way games are programmed now though.
Come to think of it, re-doing Morrowind, Arena, Battlespire, and Redquard would be neat, too.
The problem with Daggerfall is that the dungeons are procedurally generated. I have spent hours digging through a dungeon, hugging the right wall and spam clicking on every surface for a hidden door, to eventually give up and hotkey through all the spawn spots, to find the quest target in a disconnect glitched out dungeon segment.
Unreal 1 (not Unreal Tournament), some level were a bit too labyrinthic
Chrono Trigger had me looking up guides as several points just to find a way to progress.
I am playing Dark Light at the moment and I don’t know where to fuck should I go?
Mirror’s edge
/s
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