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Exploration in Retro Games
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You are currently reading a thread in /vr/ - Retro Games

Thread replies: 7
Thread images: 5
Post a favorite /vr/ game that features at least a fair amount of exploration. Then endless debate what makes good exploration?

Exploration can be broadly interpreted:
-doesn't have to be an overworld (it can be dungeons or expansive level-like areas, for example)
-doesn't have to be an RPG
-doesn't have to be non-linear
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File: Super Metroid.jpg (224 KB, 552x416) Image search: [iqdb] [SauceNao] [Google]
Super Metroid.jpg
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>>2914940
An obvious one that comes to mind right away.
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File: superpitfall.png (2 KB, 512x448) Image search: [iqdb] [SauceNao] [Google]
superpitfall.png
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>>2914940

I put 100's of hours into this game when I was a kid. I'd use the infinite continue code and explore the wide-open, mysterious world to my hearts content. if you play it like a normal action game than yeah it sucks, BUT if you play it like an exploration/sand box game than it's quite entertaining. with a few changes and a little polish it could have been highly regarded 8-bit action/adventure game
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Uncharted Waters: New Horizons. Tying plot progression to your fame level was a smart move, and made playing as an adventurer feel really organic.
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>>2915172
Uncharted Waters was definitely one of a kind.
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>>2914940
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This game was a bitch to explore. The beginning of the game places you in front of a deceptively small island, but as you set foot inside the island's corridors, you get lost in a massive fucking labyrinth. 40 hours later, I just reached the last stretch and am grinding in preparation for the final boss.

Kudos to the developers for getting around loading times, though. Some of the corridors are long enough that the game can passively load new areas before you set foot in them. There's only one section where the game visibly lags while switching to a new area, and that's because it's a detour situated between two areas on opposite sides of the game world.
Thread replies: 7
Thread images: 5
Thread DB ID: 430381



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