King Kong for the PS2 had a fire puzzle, where if you dropped the torch in the last section, you couldn’t get a new source of fire. So you were stuck at a section where you had to burn away wood in the path forwards, but couldn’t go backwards to get the fire.
If Super Metroid is on the Nintendo Switch emulator, that’s a good spooky game, including an explicitly horror-themed level, the Wrecked Ship. There’s a layer of removal since it’s 2D and zoomed out. Not all of the game is all that spooky, I think it’s mainly Wrecked Ship and the end of the game.
Metroid Fusion is much spookier, including sequences where you’re being hunted by a Samus clone. Very creepy vibes throughout too. Other M has a lot of thrills as well. And Metroid Dread is, of course, dread-inducing. Actually it was the first Metroid game I couldn’t play because the stealth sequences were too much for me, lol.
Majora’s Mask is mostly more eerie, but there are some good high tension moments as well.
I almost softlocked myself in The Evil Within (the first one). I’ve used up most of my ammo before walking into a boss fight and I just barely managed to beat him by using everything I had. It does give you ammo before the fight but it isn’t enough to win, I imagine it would be easy to softlock there. I remember spending a huge time making sure all my shots land so I don’t restart.
Sierra adventure games, like King’s Quest and Space Quest, were notorious for this kind of thing. Like there could be an item you have 1 chance to get, and you didn’t know, so you don’t get it and then several hours later when you’re at the end of the game, you realize you need that thing to solve the puzzle and actually move on. But you can’t. Because you didn’t get it when you had the chance and you can not go back.
I like the Unstable Ordinance from Space Quest IV that you can pick up near the start of the game. It’s entirely useless, you can’t ditch it, and if you have in your inventory near the end of the game, it blows up and kills you. Everytime. You have to restart nearly the whole game and resist the adventure game urge to grab everything that isn’t nailed down.
I thought it blew up when you went into the sewers which isn't long after you pick it up. But still, it's a trap you don't realize is a problem right away and really sucked :)
Those games didn’t give a fuck about your feelings. I remember some of those point and clicks had zero chill. I played one where all I wanted to do was cross the street. My character was immediately run over by a car and I had to start over. The typing games could be even worse. Oh sorry this bees nest is attacking you, here’s hoping you grabbed the bug spray under the carpet on the 3rd floor and are quick enough on your feet to type out the exact sequence of words necessary to get your character to use it. ‘Use bug spray’ sorry can you please be more specific. Oh never mind your character is dead, no saves, heres the worst 8 bit death audio anyone has ever created.
That’s the exact game that came to mind. At least a few years ago there was a website where you could play all those games , I don’t know if it’s still up.
It’s not quite what you’re getting at, but in Bubble Bobble Revolution you can’t pass level 30 because the boss doesn’t spawn. It’s a soft lock but there’s nothing you can do to avoid it, and the game is on the DS so there’s no updates to fix it :D
hey I know this is offtopic but have you migrated your mojang account to a Microsoft account? if you didn’t yet, please do so now otherwise your account will be deleted soon, like very very soon, September 19th kind of soon
I know, it sucks, we all hate it but since you mentioned 10 years ago I figured I’d give you and anyone else reading this a reminder
Yeah, did a couple years back. Had to re-buy it because I was like 11 or something when minecraft blew up and i initially got it and had no chance of recovering all the info I needed.
I managed to soft lock the new Pokemon Snap game in the tutorial where they had you take a picture of a Butterfree (I think is the right Pokemon). Somehow when I took a picture, it flapped its wings and turned enough that it was flat in the picture and couldn’t be selected when you were at the next phase of the tutorial selecting the shot to show the Professor Oak stand in. You couldn’t go back to take another picture, so I was effectively unable to continue the game from there. I was pretty proud of my bad picture taking skills.
Stalker: Shadow of Chernobyl. If you were too lazy to trek back to Cordon after deactivating the miracle machine (I think), you couldn’t get the true ending without abusing glitches and bugs.
I’m going to be honest, I find things that can permanently mess up your save (in the sense that you’ll get a lesser experience or not reach the ending) is extremely bad game design. It’s something I’d expect out of a 2 hour arcade game, not a modern release.
There are a lot of horror games in the PS1 that are “if you didn’t do this extremely specific thing, in the right order, with the right coloured t-shirt, on a Tuesday, without any hints whatsoever… Too bad! When you reach the end of the game in another 60 hours of gameplay we will tell you you’ve failed”
Baldur’s Gate might be a great game, but sometimes it’s “dice rolls makes things spicy and each run its own thing!” mechanic gets unbalanced and by a little bad luck you can have a significantly degraded experience, sometimes without even knowing it.
This is bad game design, even if ultimately the game can be good in the end.
I’d like to expand on this and say, as a 37 year old parent with a house that barely has time to play a game ONCE it’s complete and utter bullshit. I’m doing good just to finish a game, there is pretty much zero chance I’m going to play it again.
I’ll shamelessly say I do reference walkthroughs if I expect there to be choices the impact the game in big ways.
Same although I didnt get into the lucasarts games until the 2000s. I played every Sierra game and love/hated them all not realizing there was a better way to live.
Any of the Sierra "X Quest" games. Space Quest, Police Quest... so many soft locks. I remember Police Quest had a soft lock that would trigger on the first day but wouldn't become apparent until day 3 or 4.
The Durai Papers were suppressed by the Church at the time. The overarching plot structure is that Orran’s descendant uncovered them centuries later and this is a retelling. I’m sure Orran could have had conversations with Ovelia, but I doubt there would have been much he could have told her that she hadn’t already seen with her own eyes. It’s probably like you said: Delita just couldn’t turn it off. He always struck me as the kind of person that woke up every morning reliving Tietra’s death in his dreams. Going on a successful crusade to wipe out the nobility might have satisfied him at the time, but it wouldn’t bring her back in the end.
As I recall from back in the late 90’s/early 2000’s, the discourse around the ending was largely the same. Plenty of people also thought the two surviving was a bit of an ass-pull. For me personally, it’s one of my favorite JRPGs, but I just pretend the plot ends somewhere in chapter 4. Wiegraf was the game’s best antagonist, and I was never big into the Lucavi plot anyway.
I assumed Delita and Ovelia knew about the church suppressing the Durai papers, but you’re right that that probably wasn’t the case and even if it was, it didn’t tell her anything new.
Did Delita wipe out the nobility, though? Because he’s still king, and presumably has a court. He might’ve wiped out those nobles in specific, but it doesn’t seem like he achieved any systemic change - so what happened to Tietra will happen to someone else again down the line. I feel like that’s one of the points of his arc - he “doesn’t want to use people” but starts doing so because he has to, but in the end keeps doing so out of convenience, habit, and the damage he’s accumulated as a person. Him not ending the monarchy is the second biggest indicator of this.
Fair enough - and yeah, Wiegraf was definitely a stand-out character. When I first played it in 2000 I would’ve been scandalized and astonished by the idea that the church was secretly controlled by demons and were fundamentally based on a psychopath trying to rule the world or end it trying, but it felt weirdly grafted on to the class war arc and themes. I feel like the two plot lines could’ve honestly been separated into two different installments based on the same engine and both would’ve been highly praised.
I was more speculating on what Delita was doing next. By the end of the war, the heads of virtually all the major houses are dead and he had strong support from the commoners, so it’s certainly possible he just upended the whole system. We don’t know, though. Given Delita made his deal with the church to rise to power and it taking centuries for the truth to come out, I’d say it’s implied that from then on Ivalice became a theocratic state or went heavily in that direction.
And yeah, the joke has been that it’s only there because JRPGs always have to have some sort of high stakes, non-human confrontation. I think Matsuno handled it much better in Tactics Ogre than he did here.
Tactics Ogre Reborn works just fine too. Both it and LUCT have their pluses and minuses. The especially nice thing about Tactics Ogre (both of these versions) is that it has something like 4-5x the content that FFT has.
Ghostwire: Tokyo is a good game about ghosts that's not actually that scary. The school DLC for it can get a bit creepy though. Also, Subnautica is one of the scariest non-horror games out there.
bin.pol.social
Gorące