Oh the joys of King’s Quest V. The most notorius soft lock is one that happens so fast that you would never suspect it to be a soft lock. Early in the game, the player will come across a scene where a cat is chasing a mouse. Now, this should make the player go “OH NO, THE POOR MOUSE!” and help the mouse. However, the scene is tied to your CPU speed so you have a total of 2-4 seconds to go into your inventory, select the item to yeet at the cat, and save the mouse. Many players will blink and just go, “Alright well that happened.” So, the player goes on and finally gets to a point in the game where Graham gets knocked out and tied up in a basement. Yeah your game just ends here if you didn’t save the mouse because the mouse chews through the ropes. THERE IS NO INDICATOR, AT ALL, THAT THE MOUSE IS THE KEY TO SOLVING THE PUZZLE. NONE.
There is also another soft lock into the end game that involves you having decided to pick up a fishhook earlier so you can use it on a mousehole for a piece of cheese. Yeah, if you don’t do that, you can’t power a wand to use to beat the game’s villain. And you’d probably think; “Oh I can just go back and get it.” Yeah, you can, but if you do you’ll also be trapped in there and your game is over again. So you HAVE to know to get it the first time.
And people wonder why LucasArts titles are more fondly beloved over the earlier Sierra titles.
King’s Quest VI, if you wait a few minutes on the strting beach, there’s a 5-pixel momentary glint that turns out to be a coin. If you leave the beach beforehand, it’s gone forever and the game is in an unwinnable state.
That game was horseshit and I really want to give it another go
I always forget about the coin because I learned my lesson from all the bullshit one screen items from Space Quest IV as well. Also, I’d like to mention the game that was programmed to never let you get the true ending due to legal issues. I Have No Mouth, and I Must Scream could never be truly beaten for the best ending in the French and German releases. Mainly due to the character Nimdok’s storyline being entirely centered around Nazis and the surgical “experiments” that happened. I’m not here to dwell on that, but what I am here to dwell on is that when the game was released, French and German players could not get the true ending due to CyberDreams forgetting to check off the trigger for Nimdok succeeding in his game. So, the game was always in its fail state up until 2013 or so when it was finally released on Steam and GOG. The game was in an unwinnable state for those releases for almost 20 years. No revised version with a fix was ever issued until the worldwide release.
I don’t support the .NET Framework which is a dependency of most (all?) of the -arr suite. It’s a fairly divisive and niche argument so I didn’t bring it up initially, but I try to reduce my reliance on proprietary software and hardware as much as possible.
its perfect really, they all should put it front and center! cause it tells me right of the bat i i never should touch said product, its a money saver really.
My sonarr has handled disenchantment fine, the files it grabbed are s5exx but they imported automatically as s3exx just fine. I didn’t have to do anything.
All 3 games require you do/don’t kill certain people at different levels in order to get the ‘true ending’. When I first played I just killed anything that moved, but then found out the consequences of doing so. Honestly it improved my game experience so much more when I had to carefully consider each action.
Theoretically you could create it with KDEConnect on a phone and use it as a mouse
this might be easiest to implement as you’d need a smartphone, a pc, then install KDEConnect on both
the con being the mouse part becomes more of a haptic trackpad as the phone itself doesn’t relay back global positioning changes(although it could with GPS but might not be cost/time-effective)
In Chernobylite, when you die (either by getting killed in specific circumstances or by committing suicide in a special device), you get a chance to alter the past by changing decisions you made in the game, which will end up in changing the story and a whole lot of things like companions’ attitudes, weapons at your disposal etc.
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