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ArbitraryWater

Internet man with questionable sense of priorities

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Being thrown to the (figurative) wolves

This is not a list about games with wolves in them( For that, just look at the wolves page), although wolves certainly can be featured. No, instead what this list is about are games that pull no punches from the word "GO" and immediately start punching you in your sensitive extremities and perhaps confusing you with too many options. Maybe a better tutorial, some more direction or a more gentle difficulty curve could have been used, but chances are most of the stuff I'm listing is too old for any of that to have been "a thing".

In other words, these games start out difficult, directionless or perhaps both. Not that that's necessarily a bad thing, but it's something to consider when thinking about playing this stuff and deciding if you really want to struggle through some of the crap old games throw at you. Also all of these games are RPGs made from 1990 onward. Because if we started going into other genres (like say, the point and click or text adventure) or earlier examples of the genre (anything pre VGA graphics pretty much requires a manual) this list's cup would overfloweth. Obviously a lot of RPGs are hard, but these ones stick out as particularly notable in the immediacy of their toughness and/or aimlessness. Mostly because I've probably played them for a decent amount of time, or at least tried to play them. Even then, there are older games that are somewhat kind and gentle with their openings. Take Might and Magic III for example: The first town is pretty laid back with a basic initial quest and nothing will instantly one-shot you to death the same way other games can.

List items

  • By design, obviously. A lot of Dark Souls' charm comes from it, as does a lot of its frustration factor. I admit to looking some of it up on a wiki, if only because some of the hidden crap in this game makes NO SENSE WHATSOEVER, but I tried to keep as clean as I could.

  • I haven't played this game, but I bet the exact same thing is true here.

  • Didn't make a balanced enough party? DEAD. Didn't grind a few levels in the optional introductory dungeon? DEAD. Failed to save before trying to disarm that chest trap? PROBABLY DEAD.

    Man, Wizardry VII would be a lot cooler if I could actually figure out where to go that doesn't involve me dying and having to reload. I certainly wouldn't mind going all the way with the crazy and importing a save into Wizardry 8.

  • One of the reasons I've never really GOTTEN Morrowind is it's lack of any sort of guiderail to keep me from falling off the metaphorical cliff of not knowing what the hell I'm doing. Whereas Oblivion and Skyrim shelter the player from the harsh realities of walking into an area and immediately getting lost or smoked, Morrowind does not. Also, similarly, there are right and there are wrong choices as far as character building is concerned.

  • Unlike other, more recent Bioware RPGs with their rather gentle difficulty slopes and occasionally pendantic tutorial sequences, Baldur's Gate gives you a basic, rather inadequate overview of the interface and 2nd edition D&D, and then throws you outside of Candlekeep (to literal, actual wolves who can kill you in one hit if you didn't pick fighter as your starting class) with just Imoen to keep your level 1 self company. While you will quickly get your party up to the full 6 when Xzar/Montoron and Jaeheria/Khalid join you, you're still commanding a small band of glass figurines who will die if an enemy looks at them wrong. Once you get to say, around level 3, the difficulty levels out to something resembling the rest of the infinity engine catalog, but before that it's a rather (bumpy) ride.

  • Also features actual wolves. Even moreso than Fallout, Arcanum's character development system is both open and capable of punishing you if you make a wrong choice. Nowhere is that more evident than the first, oh, 5 hours of the game, where both the absurd size of Tarant and the endless opportunities to gimp yourself off the starting line make for a lot of restarts.

  • Isn't it bizarre how this game constantly seems to show up in everything? Well guess what: Not doing a bunch of stupid boring fetch quests before going to the moathouse is a recipe for death, not that 90% of the game without the added advantage of new content is death anyways.

  • Once again, rather deliberately so. Considering this game rather successfully imitates the original Wizardry games, right up to the confusing puzzles and BS random encounters, it's not a surprise that from the start it tries to be as sadistic as possible without being undefeatable.

  • Oddly enough, the second game, with its more compartmentalized level design, doesn't have this problem. The first game says "hey, here's a massive multi-level world to explore, hope you like making notes on your map!" Then you don't so much die as you get lost and THEN die and then have to reload because crap old games don't have autosave.

  • I get the impression that you're supposed to grind yourself to competence on random thugs in the streets of whatever German municipality you start in. I never quite got that far before getting murdered.