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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.
Zork. God forbid you forget to look mailbox
Fallout 1: If you play it going in blind and don't look up help, a first playthrough can be stressful early on if you don't know how much progress you are making on the time limited main quest.
Kenshi: The game doesn't have quests or main goals, so it is up to the player to figure out what they want and how to get it. Certain game areas are lethally dangerous, factions can be angered if you don't figure out their customs, and even in less lethal areas being beaten and crippled by bandits is a real problem.
The Gang Gets Abducted by Religious Slavers for Not Joining The Book Readings.
hell yeah kenshi mentioned. Honestly the game feels like 'slop', but is fun as hell also in an old-school RuneScape type of way
excited for the 2nd game on unreal engine (but small dev team, might take couple more years)
I've just finished Turok for the first time. Some of these levels are absurd.
Bro nothing will ever beat fucking metroid for the nes.
Main progression literally behind random wall tiles you have to bomb
I’ve probably played a bunch, but the one that most comes to mind is Antechamber. Super weird FPS puzzle game ala portal but with a lot of mindbending illusions, non-Euclidean geometry, etc.
It’s got a metroidvania structure but without much guidance and a lot of stuff will just loop you back to where you’ve been if you’re not getting things right. At some point I was just completely lost. I couldn’t possibly think of where I haven’t tried to go or do. Worst part if I tried to look up a guide I don’t even know where I’d begin to look.
Unlike the others here, I would argue that this is supposed to be this way - it's a mind bending puzzle after all.
True to some extent, but I think there are limits to how enjoyable it can be to not even be able to find the puzzles in the first place. It also makes coming back to it super confusing.
It tests your ability to remember and navigate routes, in an environment that's explicitly non-Euclidean. And you have to think out of the box sometimes to solve things.
...damn I need to play again. I think it's been long enough now.
Lego Harry Potter
For fucks sake it was obtuse. I had to use a walkthrough to figure out what to do next multiple times just in the first episode
Blue Prince for me right now.
It's SO GOOD. If you're reading this and you like puzzle/mystery games, play it now, play it blind, and have a pad and paper handy.
Yeah it's good in a lot of ways but especially early on you can just get stuck with no way to progress in a day due to bad luck. Also, many synergies require a sequence of specific randomly-generated rooms and the resources to use them when they show up (and in viable locations). But there are a number of permanent upgrades that make it much more consistent, and a few of the minor upgrades are fairly common.
Serious headfuck of a puzzle game.
Glad someone posted this game. It had no right be fucking good lol
The original Final Fantasy. If you don't have a walk-through open next to you I have no idea how you would naturally beat the game in a respectable time frame.
Everytime this game got ported, I'd retry it. I'd get over the bridge, get into town, fight the pirates, earn the boat... and get completely lost.
I think I managed to get the Earth and Fire Crystals and couldn't figure out how to get to where the Water Crystal was. All of THAT was from literal wandering.
Halo ce campaign.
Unreal. I stopped playing when I couldn't find the exit.
Edit: But to be honest that was kind of the norm back then. I hated Half Life for popularising the more linear level design.
I don't know, man, I ran around hugging every wall of deserted Doom and Wolfenstein 3D levels that a) noclip became the default way to play those games, and b) Half-Life felt like an amazing breath of fresh air.
Well, Quake 2 did, I guess. Half-Life felt like the next-gen take on that idea.
My pet theory is that the whole "liminal" trend got triggered by that feeling you get walking around areas of hell you've completely decimated.
Oh man. For me, Tetris. Every time.
I get past the first dungeon no problems, and find the heart container, but as soon as I meet that old guy with his kite in the tree I'm lost. I think I need to craft a slingshot or something but I've no idea where to get the rubber for an elastic band.
Oh snap, time to go back 30 years and get lost in Alone in the Dark again!
Can I say half life?
You certainly can say it, but I'm going to have to mostly disagree it's a good example though because I felt Half-Life was very linear. What it did do a good job at was creating a convincing illusion of non-linearity, which I can certainly see some people getting lost in occasionally, but probably briefly (unless you have particularly poor navigation abilities which some people definitely do). It can be especially bad once you get to Xen, which felt deliberately confusing and not really the greatest section of the game for a lot of reasons.
My first playthrough of Half Life 2, I bailed from the boat when it got stuck on the wall in a section with lots of guns. I continued on foot through two more loading zones until I reached a section that required the boat to progress, so I walked all the way back to get it lol