There is a spot in Space Quest 6 where you can skip a puzzle and go to the solution immediately… If you already know what to look for. I tried that once, since it was not my first run and I remembered the last step.
At first the narrator wonders how you did that, then he assumes you’ve been using a walkthrough. He shames you and punishes you by slowly draining your score counter… Before reverting it and telling you not to do it again.
In Shadow Complex, a shameless ripoff of Super Metroid in its game mechanics, you play a guy who drives a girl out to a remote location in the Pacific Northwest and she gets kidnapped by a military organisation. You’re cut off from your vehicle, but fairly early on in the game you are able to return to the start point. You are able to get in the car and drive away and an achievement pops saying “Plenty of Fish in the Sea.” So you win but your guy gives up on his girl, leaving her to her fate.
Hack/NetHack had a similar thing where you could just leave without completing the main objective (retrieve the Amulet of Yendor, which has a random chance of appearing at the 35th level and below, and make it back out with the Amulet). I remember it saying something snarky on the Amiga version, but I don’t recall exactly what. Like it said you went on to live a boring life or something like that. Any time you felt like you were locked out of the objective or outnumbered by enemies without the means to fight through them, you could backtrack and leave (though, things like disease, hunger, and thirst could take you before you got out) and you’d “win” (as in, you get to keep living).
Far Cry 6 has a similar easter egg. Near the beginning of the game (which takes place in an archipelago) you’re given a boat to head to the main island for the quest to start but you can just take the boat and point it towards the open ocean and you’ll end up drinking beer on a beach in miami completely skipping the entire game.
This is a running joke in the Far Cry games. I know Far Cry 4 does something similar. You meet the big bad at the beginning of the game, he asks you to wait for him, and if you just chill for like 15 minutes he shows back up, honors his word, and you finish the mission that you came to the island for.
I mean, its kind of a given since the game is effectively a politics simulator choose your own adventure romp. But seriously, I don’t think I’ve seen many other games be this detailed. There’s wikipedia page level text for countries, individuals in your and other governments, cities, factions, and others that, while overwhelming, also shows just how many factors and information you have to understand as a president of a nation — it adds to the pressure and sense of responsibility that you have to make heads or tails on all of this.
No matter how good intentioned you are as a president, you’re still just a person. You’re bound to not know everything. You’re bound to be overwhelmed. And your lack of knowledge, intentional or not, leads to bad stuff… Recession, losing your popularity, waning influence in your party, broken family life, assassination, all out war with a neighboring country… Worst of all, you are to blame since they’re all consequences of your actions.
And for the translation, they probably just made it a reference to how your only dialogue options in the game are ever yes or no, so when the one NPC asks you an open-ended question, you sound like a weirdo.
I’ve only gotten like 1.5 hours in so I can’t really say yet, but so far it feels similar to the first one with some improvements to stuff like gunplay.
There’s a section where, if you continue to avoid the narrator’s prompts to take a specific door, it just brings you to an unfinished room - dev textures and all - while the narrator gives you grief for screwing up the game.
Multiple games have done it, but something along the lines “try not dying” as the loading screen tip after dying about a dozen times is always funny to me.
In Hollow Knight there’s an accidental one at a pretty climactic moment. Hornet shouts something to get you ready for the big fight. It’s in her usual gibberish language, but lots of people hear it as “GIT GUD!”
Not sure if it’s my absolute favorite, but Pathologic has fascinated me for years.
There are so many strange and unique aspects to the world (especially the Polyhedron, an impossible tower floating above the town) that already make for excellent world building, but when they come together it creates a feeling I haven’t felt from any other world.
You know how Lovecraftian horror has a very distinct feeling? The world of Pathologic makes me feel something vaguely similar, but completely unique - no horror or aliens, but the feeling of powers existing far beyond our understanding combined with people who somehow do understand small parts, and the consequences of their choices affecting everyone… it’s really hard to put into words, but it feels like it created its own genre.
Apart from Mass Effect, Pillars of Eternity, and Deus Ex as others have already mentioned, I’d like to also add:
Grim Dawn.
The conflicts in its Universe feels reasonable, all the factions have their history and reasons of existence, there are beneficial and selfish, but no clear black and white, and everything interacts. The Lore is very good for an ARPG that focuses on combat, loots and built.
bin.pol.social
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