Skip Navigation

What are some good examples of "Where the fuck do you go" kind of games?

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

269 comments
  • 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

  • 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".

      • 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.

      • Subnautica's art direction does give me Metroid Prime vibes.

  • Try Platoon on the NES, you get bombarded by ennemies while you have to find your way through this abomination of a maze!

  • 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.

269 comments