Gambit2483
Member
My cousin tried so hard to get me into this game back in the day...I wish I had listened sooner.Morrowind.
You actually had to listen to the directions the quest giver provides. Imagine that.
We really have regressed.
My cousin tried so hard to get me into this game back in the day...I wish I had listened sooner.Morrowind.
You actually had to listen to the directions the quest giver provides. Imagine that.
We really have regressed.
its more appropriate.Missed opportunity to use this gif:
Morrowind was my first thought.Morrowind.
You actually had to listen to the directions the quest giver provides. Imagine that.
We really have regressed.
its more appropriate.
when I was starting this playthrough I listed all those gameplay modifiers to my girlfriend she said "why are you doing this to yourself?"
well im in the 2nd half of the game now. No turning back.
see you in 2024 when i finish it lol
Its garbage, tiny world, nothing to do, boring quests. OP should have specified ‘Good’ games.Honestly that looks dope as shit. Although the store page doesn't really mention anything about story - does this have any story and NPC interactions, or is this completely sandbox that you play just for the sake of playing?
Keep that games name out your fucking mouth!
>gets questPlay Daggerfall.
Only then will you truly understand just how low both open worlds and RPGs have fallen.
Too bad some missions are pretty much impossible to complete unless you have a minimap enabled because it just keeps guiding you to some arbitrary spots that you have to step on in order to trigger the next mission script and there's like zero effort put into actual player agency and freedom. Oh god, I miss GTA 3...If you turn off the mini map in RDR2 then Npcs will describe landmarks in order to get to locations.
I loved Days Gone enough to platinum it. This sounds like a fun way to play. I may go back and give it another playthrough in this mode.Days Gone in survival mode.
It's hard 2 mode (which is tough as nails anyway)
as well as:
In the Days Gone Survival Mode has the following features:
I am currently playing this. Its super hard. The big brute enemies (the breaker) take FOREVER to kill.
- No Survival Vision feature which normally helps you locate enemies and items on other difficulty levels.
- No fast travelling
- No HUD.
- Map waypoints are removed.
- Extremely scarce resources.
- Enemies have an incredible amount of health.
- Many enemies can kill you in one or two hits.
- Freakers can smell you from a mile away.
- Can't lower difficulty.
I'm sure it was a bug but one of my favorite things in Morrowind is a quest giver that gave you incorrect directions.
Ha ha, well then, does Castlevania 2: Simon's Quest count? They couldn't do "open-world" back then in 2d platforming and the world had barriers of you didn't have the right items (also I think it had a block map on the pause screen?), but it did just drop you in and let you roam even past dungeon entrances, plus the town folk fed you some straight up bullshit about what you were supposed to do (especially in the English localization. )
It doesn't count, but it is interesting how little games cared if you knew that the heck to do back then. (Of course, back then, we at least had Nintendo Power. )
Simon's Quest was probably more of a lost in translation thing.
Partly yes, partly not. There are some translation errors in typos or over-shortening, and also just text not matched to gameplay because the writers didn't have the game to work with (did the translator ever know there was a down button action when he had to put text on about the "Graveyard Duck"?
However, even in the Japanese version, the people will just lie to you, or tell you things which seem like clues but are red herrings. They intended the second line in the game to be a hint not to trust everybody, but back then (and even now, ) players had no context for NPCs lying to them.
https://collider.com/castlevania-2-simons-quest-npc-mistranslations-explained/
That's really neat.
You have a light showing the direction to the next colossus, OP is talking about games where there is no exploration hand-holding at all.SotC
MiasmataTake a game like Gothic for example.
No maps, no quest markers, not even a little compass on the screen with tiny icons indicating that there's something nearby. All you could rely on were your wits, the road signs, and a big scary monster running at you in a sign that you should probably do a 180 and get the fuck out of there.
And all of that was baked into the game's dough, so it's not like this HUD-less experience was an optional one. Any game that offers any kind of HUD-based directions wouldn't count in this little exercise, so don't you go mentioning... whatever game you were thinking about right now, because it's probably not what I'm talking about.
I honestly struggle to think of too many games like that.