No Sidepaths, No Exploration, No Freedom: Difference between revisions

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* Most of ''Makeruna! Makendou Z'', with the exception of the jungle towards the end (where you could end up going in circles). Only one item pickup in the game, and you can't even revisit old areas. It's even mentioned in [http://www.pcenginefx.com/PC-FX/html/pc-fx_world_-_game_reviews_-_m.html the review]
* In ''[[Final Fantasy]]'', beginning with the first game it's traditional to start with a nearly linear path, and either ease up over the course of the game or just dump you into a 'sandbox with a story' after a few hours. Once you get the ship or airship, the world opens up and [[Sequence Breaking]] is sometimes possible.
** ''[[Final Fantasy II (Video Game)|Final Fantasy II]]'' is the only one that gives you total freedom of exploration at the start, and even then, [[Beef Gate|accomplishing that is a feat in itself.]]
** ''[[Final Fantasy X]]'', the first game in the series not to feature a [[World Map]], had very tube-like pathways, even in places like forests, with strictly controlled camerawork, featured a disturbingly linear path through the vast bulk of the game's landmass. Even villages are corridor-like, and the game features a minimap that literally tells you which way down the one giant path to go to finish the game. The temples you have to stop at are also just rest stops along the predetermined path. There is, however, one notable wide-open field near the end of the game/long corridor... which turns out to have only one entrance and exit again.
** ''[[Final Fantasy XII]]'' fixed this: there's no overworld, but starting at about an hour into the game, you can go pretty much anywhere. Visit massive underground dungeons, map out the entire desert and explore new cities, find hidden Espers in the [[Beef Gate|high-level caverns]], romp around a bit in the south, take three entirely different routes to the north, explore the zombie marshlands and the [[Brutal Bonus Level]] while you're supposed to be playing hide and seek with moogles in a rope bridge forest...
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* A variant is present in ''[[Silent Hill]]'', which the protagonists themselves will usually attempt to justify with "I don't need to go that way" or something similar; however, since the town itself is (at least in ''2'') a proven [[Genius Loci]], it's possible that the protagonists are being purposely railroaded into going where the town wants them to go, whether they're aware of it or not. You ''can'' backtrack to areas you've visited before (minus any plot-important ones, for obvious reasons), but there's usually no point in doing so.
* [[Tales of Legendia]] has, for the most part, very linear dungeons. Almost any time there is a fork in the path, one way will lead to a dead end, so there is really only one path to the end of the dungeon. Even the world map tends to have constricted, corridor-like paths instead of allowing more open exploration. The first half of the game especially gives the impression of being ushered through a very pretty tunnel.
* The first Xbox-[[Play StationPlayStation 3]] Ninja Gaiden, while mostly linear, still allows for a bit of exploration and you can return in previously visited areas for hidden items or challenges. Its sequel however, plays this trope totally straight: don't think, just go forward and slaughter everything that crosses your path! [[Point of No Return|Points Of No Return]] are frequent not only between but also inside the chapters, and exploration elements are kept to the very minimum. Even the puzzles are never more complicated than opening a door with a key that you can find effortlessly. The first half of the last but one chapter consists litteraly in going through a straight line corridor; the [[Play StationPlayStation 3]] port Sigma 2 takes it [[Up to Eleven]]: not only are the already petty puzzles outright removed, but the doors [[A Wizard Did It|open by themselves]], so combat is pretty much the only thing you have to do.
* Several levels in ''[[Dawn of War]] 2: Retribution''. You notice this very quickly if you add Jump Infantry or teleport infantry to your squads, as they will magically -- and for no reason whatsoever -- be unable to use their abilities outside the one true path through the level. This gets especially bad during the {{spoiler|Exterminatus}} level, which teases you with multiple alternate paths that all get blown up immediately when you get close to them.
** ''Space Marine'' follows through with linearity on par with the original Super Mario Bros (i.e. you can only go forward).