Final Fantasy Legend for the og Gameboy. I remember getting pretty far in the tower and there was some weapon or item you had to have to pass or beat something and I missed getting it and couldn’t progress and never played it again.
Maybe add the old LucasArts adventure game Grim Fandango to the list, it’s more comical than ‘scary’. It has a relatively recent remaster with modern controls. Some would say the original tank controls are a horror into themselves. Though looking at the ESRB rating it is T for teen.
Undertale is an indie game that promotes and encourages kindness toward others. You can play the game however you want, and there are a multitude of endings depending on how nice/mean you are in your playthrough.
But if you’re not 100% kind to everyone you meet; if you take even one unkind action toward someone, you’re locked out of the perfect good ending. And it remembers your playthrough, so you can’t ever earn it by replaying the game. I dunno if that’s been patched; I haven’t played it since about 2015, but that was the rule when I started it.
And there was no indication starting out that you had this choice. Most people default to fighting bad guys in games. There wasn’t even a hint that you could play the game as a passive, kind person and never harm anyone, despite their aggressive and harmful actions toward you.
So most gamers got locked out of that perfect good ending. Which I guess is kind of the message of the game. Every small act, whether good or bad, can affect people around you permanently. But it’s still annoying as a completionist, knowing that I could never perfectly complete a game because of a rule I wasn’t informed of when I started.
The game remembered a lot of things but you very much could do a pacifist run by starting a new game. I read about the pacifist run after about an hour into the game, decided I wanted to try it, and restarted and was able to achieve the best ending.
It only kind of counts but dead rising 1 fits. You have to follow an exact sequence of events, be at exact spots at exact times, or the main story ends and you can only get bad endings.
It’s actually really hard because you end up having to run from one boss to another and if you’re late there isn’t enough time to resupply. I eventually got to a boss fight where I didn’t have enough time to do anything else and I just couldn’t get past him. It isn’t that the game ends, but it just completely scaps the main story progression and says something like ‘the truth is lost forever’ .
I almost give that game a pass purely because of how much you're meant to start over again anyway. It's not like you spent the entire time on one perfect go through with no do overs, you'd probably already restarted a bunch of times by then, it's just another crazy mistake you couldn't have known you could make in that game.
Not that that really makes it better, but it's not on par with doing the same thing in a giant RPG, unless you only got one shot or something, but knowing that game I would doubt it. I never got that far, though, that game is... weird and particular
I recommend The Decursio Project if youre looking for an in depth industrial modpack (it does require magic, if thats a deal breaker). it has minecolonies too. Im running a private server on it right now and its the best mod pack ive ever played, though i did disable the “ages” mechanic and im not doing the quests, just using them as a reference.
Kind of the flip of the question but far cry 5 was particularly infuriating when it came to bullshit plot devices that override the players choices/skills. The boss fights were rigged with fixed outcomes regardless of what you hit the boss with. The fact that you could hit an unarmored human in the head with a rpg and see the explosion but the game was just like “yeah but the story says he’s alive so he’s alive. Also he is about to wreck your shit for… reasons…” drove me crazy…
This kind of stuff was what turned me off the Armored Core “Spiritual Successor” game Daemon X Machina. So many fights involved scripted foes where it wasn’t obvious they were scripted as undefeatable until I’d burned out half my ammunition.
That’s kind of normal, isn’t it? There are often immortal characters, that simply can’t be killed or lost or whatever. Like the dog companion in fallout 4.
It's not uncommon, but can be very grating depending on the circumstances. Dogmeat and the other companions are immortal because Rule of Fun - losing them would suck, which is why it's limited to the more masochistic (not that there's anything wrong with that) difficulty settings. Far Cry games generally try to seem realistic apart from some trademark trippiness, so when you blast someone with a rocket and they just ignore it, it's a bit jarring.
In-universe I think the idea is that you're tripping balls, it's a go-to excuse for "why is this boss fight behaving weird" in the Far Cry series.
Exactly this, Far Cry 5 did "ludonarrative dissonance" in a big way. Also, fake open world. 3 and 4 just had a bunch of annoyingly stupid story developments: you going into some Obviously Bad Idea or Diabolus-ex-machina shit - which is still really grating if you're otherwise playing methodically and cautiously, but they happened during missions and didn't intrude on the rest of the game. 5's stupid unwinnable kidnapping parties and stupid mandatory "drug trips" sure did, though.
Modding that shit away, it's still a reasonable game, but ye gods the story was terribly executed.
That is part of why I liked New Vegas so much, they were just like “yeah you can kill Caesar in camp, go ahead, the story is now differerent and you don’t get these quests but oh well, your choice”
I was under the impression that ludonarrative dissonance was when you purposely try to subvert the way the game “wants” to be played, rather than you trying to do what the game wants and the game failing to interpret your actions in a realistic or satisfying way. Like the people who try to be law-abiding pacifists in GTA V or people using armor stands to turn Minecraft into multiplayer chess.
It’s when there’s a disconnect between the storytelling and the gameplay. Usual example is Uncharted or the last Tomb Raider reboot: the main character wrings their hands over the possibility of having to kill a person, but the gameplay is you mowing down an army.
The open world itself is not fake, but IMO the game is "No True Open World Game" as long as it keeps hijacking you all the time. The world itself is pretty deec. If you're on PC you can try the Resistance mod, it lets you customize the game a lot including how intrusive the main quest is.
Duly noted, I’ll check that out the next time I get the itch to play. I disliked that about the game. It’s actually my main gripe. I didn’t like being careful of not blowing up too much stuff so that I didn’t hit the “main quest threshold” or whatever.
I just want to enjoy the outdoors and kill peggies.
Are there any weapon mods? I found the variety lacking, beyond the broken dlc guns.
Tons. I think some are included in Resistance, or at least you can tweak certain things to be less airsoft-y. Haven't played in a while. Nexus has a bunch of stuff anyway.
I actually managed to soft lock a side quest in The Witcher 3 recently. If you loot a container right as a cutscene begins, the item will be removed from the container but not put into your inventory.
I managed to do this with a key (by mistake) and almost lost around 25 hours of gameplay lol.
Avoiding spoilers, one of the major quests has you approach and help someone fight some monsters. In that same place there is a skeleton with a key in it for a different side quest.
After you finish fighting the monsters, a dialog cutscene triggers with the person you just helped, but there is a small window of time between the combat ending and the dialog cutscene starting when you actually loot.
It actually isn't fixed because this happened to me only a couple of weeks ago (with the next gen upgrade). But it must be an incredibly rare bug because I've done the "loot before cutscene trigger" a bunch of times before but only once did it glitch.
I got bit by this one. Went over to a friend's house to spend the day playing HHGTTG. Several hours later we discovered we couldn't win the game because I had neglected to feed the dog 15 minutes in while he was up getting a drink or something.
It really shows that Douglas Adams was an author and not a game designer with how easy it is to soft-lock that game if you visit rooms in the wrong order or spend too long or short a time exploring one. Most of the possible mistakes become reasonably apparent reasonably quickly, but not always.
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