Most recently it's Clair Obscur Expedition 33. There's an actual overworld map but you need to get your bearings in area maps and dungeons because there are none. You'll have to use local landmarks to get around, find clues for hidden areas, and the direction you actually need to go. I've spent hours in single areas just getting lost admiring the design and artwork.
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So far for me the game has done a great job of having recognizable landmarks at least. I might not always know where I am, but I'll frequently come across something that orients me again.
I despise being lost in video games, but claire obscure has been fine because I never feel like I get lost for too long. Just long enough to appreciate the gorgeous and very weird world I'm in.
I still sometimes wish there was a map but it would probably be a net negative.
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’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.
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.
Halo ce campaign.
Zork. God forbid you forget to look mailbox
This one's pretty controversial, but if you've never played it before,
Half Life 1
It's really confusing and enemies will pop out of nowhere and kill you instantly. Not really fun imo, but then again I AM playing it for the first time 27 years after it came out 😂
I'm sure Black Mesa is more intuitive though.
Which bits in particular? Because on one hand it's a fairly linear design, but on the other there are some bits that can loop around themselves and objectives aren't always obvious.
- Star Trek 25th Anniversary Game
- Star Trek Judgement Rites
- Myst
I've installed Myst around 10 times and I haven't gotten anywhere with it. I refuse to look at solutions because its a legendary puzzle game and I will not be beaten by it, but also I'm not at all sure what to do at all. I have never solved a single puzzle. I'm never even sure what's interactive or not, or if I'm even looking at a puzzle or just seeing clues where there are none.
I should try it again soon...
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
Any FF if you set it down for a month or two.
"Welp, I will just start it over, I guess."
Done this FF9 sooo many times
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.