History Main / NoSidePathsNoExplorationNoFreedom

8th Aug '16 4:07:53 PM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}''.
** Assault on the Control Room: Hallway, bridge, hallway, nondescript circular room, hallway, canyon, hallway, underground room, hallway, canyon, ad nauseum. Complete with the usual CopyAndPasteEnvironments. It doesn't help that it's the longest level. And then, a couple hours later, ''you have to go through it again.'' The only difference is you're coming the other direction and now it's full of Flood enemies, quite a few of which have rocket launchers and will not hesitate to fire them in close quarters.
** The Library. A series of long, identical, Flood-infested, albeit spacious, hallways.
** ''VideoGame/{{Halo 3}}'': In the final battle against the Prophet, you have one long hallway to the battle, one long hallway back.
** Sacred Icon/Quarantine Zone, especially the vehicle sections, is one big gauntlet, ie sticking around to fight the enemies will just get you killed repeatedly.
** Crow's Nest is somewhat this, but has an unusual amount of {{Backtracking}}.

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* ''Franchise/{{Halo}}''.
''Franchise/{{Halo}}'':
** Assault ''VideoGame/HaloCombatEvolved'':
*** "Assault
on the Control Room: Room": Hallway, bridge, hallway, nondescript circular room, hallway, canyon, hallway, underground room, hallway, canyon, ad nauseum. Complete with the usual CopyAndPasteEnvironments. It doesn't help that it's the longest level. And then, a couple hours later, ''you have to go through it again.'' The only difference is you're coming the other direction and now it's full of Flood enemies, quite a few of which have rocket launchers and will not hesitate to fire them in close quarters.
** *** The Library.Library". A series of long, identical, Flood-infested, albeit spacious, hallways.
** ''VideoGame/{{Halo 3}}'': 2}}'': Sacred Icon/Quarantine Zone, especially the vehicle sections, is one big gauntlet, i.e. sticking around to fight the enemies will just get you killed repeatedly.
** ''VideoGame/{{Halo 3}}'':
***
In the final battle against the Prophet, you have one long hallway to the battle, one long hallway back.
** Sacred Icon/Quarantine Zone, especially the vehicle sections, is one big gauntlet, ie sticking around to fight the enemies will just get you killed repeatedly.
** Crow's Nest
*** "Crow's Nest" is somewhat this, but has an unusual amount of {{Backtracking}}.
16th Jul '16 12:24:49 AM DastardlyDemolition
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* The ''Operation: Anchorage'' DLC to ''VideoGame/{{Fallout 3}}'' plays out this way, being almost completely linear, in contrast with the main game and other DLC's. Similarly, the final core quest, "Take it Back!", is a straightforward gauntlet, and [[PointOfNoReturn you can't leave]] once you start it. Same with ''VideoGame/FalloutNewVegas''' ''Lonesome Road'' expansion pack, which also throws a sizable number of {{insurmountable waist height fence}}s in your way but unlike ''Operation: Anchorage'', you ''can'' leave. Hell, even the theme of Lonesome Road is that "men are defined by the roads they walk".

to:

* The ''Operation: Anchorage'' DLC to ''VideoGame/{{Fallout 3}}'' plays out this way, being almost completely linear, in contrast with the main game and other DLC's. Similarly, the final core quest, "Take it Back!", is a straightforward gauntlet, and [[PointOfNoReturn you can't leave]] once you start it. Same with ''VideoGame/FalloutNewVegas''' ''Lonesome Road'' expansion pack, which also throws a sizable number of {{insurmountable waist height fence}}s in your way but unlike ''Operation: Anchorage'', you ''can'' leave. Hell, even the theme of Lonesome Road is that "men are defined by change through the roads they walk".
16th Jul '16 12:22:36 AM DastardlyDemolition
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* The Operation Anchorage DLC to ''VideoGame/{{Fallout 3}}'' plays out this way, being almost completely linear, in contrast with the main game and other DLC's. Similarly, the final core quest, "Take it Back!", is a straightforward gauntlet, and [[PointOfNoReturn you can't leave]] once you start it. Same with ''VideoGame/FalloutNewVegas''' ''Lonesome Road'' expansion pack, which also throws a sizable number of {{insurmountable waist height fence}}s in your way.

to:

* The Operation Anchorage ''Operation: Anchorage'' DLC to ''VideoGame/{{Fallout 3}}'' plays out this way, being almost completely linear, in contrast with the main game and other DLC's. Similarly, the final core quest, "Take it Back!", is a straightforward gauntlet, and [[PointOfNoReturn you can't leave]] once you start it. Same with ''VideoGame/FalloutNewVegas''' ''Lonesome Road'' expansion pack, which also throws a sizable number of {{insurmountable waist height fence}}s in your way.way but unlike ''Operation: Anchorage'', you ''can'' leave. Hell, even the theme of Lonesome Road is that "men are defined by the roads they walk".
16th Jul '16 12:14:07 AM DastardlyDemolition
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* In an extreme case of TropesAreNotBad, ''VideoGame/{{Painkiller}}: Resurrection'' attempted to avert this by giving a more open-ended level design compared to previous installments. It didn't work out that well. VideoGame/{{Painkiller}} itself uses this trope to it's advantage as the game play boils down to "kill everything that moves" and "complete these optional objectives for power-ups" while still being entertaining.

to:

* In an extreme case of TropesAreNotBad, ''VideoGame/{{Painkiller}}: Resurrection'' attempted to avert this by giving a more open-ended level design compared to previous installments. It didn't work out that well. VideoGame/{{Painkiller}} ''VideoGame/{{Painkiller}}'' itself uses this trope to it's advantage as the game play boils down to "kill everything that moves" and "complete these optional objectives for power-ups" while still being entertaining.
16th Jul '16 12:13:40 AM DastardlyDemolition
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* In an extreme case of TropesAreNotBad, ''{{Painkiller}}: Resurrection'' attempted to avert this by giving a more open-ended level design compared to previous installments. It didn't work out that well.

to:

* In an extreme case of TropesAreNotBad, ''{{Painkiller}}: ''VideoGame/{{Painkiller}}: Resurrection'' attempted to avert this by giving a more open-ended level design compared to previous installments. It didn't work out that well. VideoGame/{{Painkiller}} itself uses this trope to it's advantage as the game play boils down to "kill everything that moves" and "complete these optional objectives for power-ups" while still being entertaining.
10th Jul '16 6:52:29 AM Minishear
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Added DiffLines:

* ''VideoGame/GodHand'' is strict Point A to Point B. There's occasionally space to look around for breakable objects to maybe get items from, but besides that there's exactly one entrance and one exit with no possibility of backtracking, other than a single time you need to make a detour in Stage 3 to get the key for a locked door.
17th Jun '16 10:37:23 PM toonyloon
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* ''{{VideoGame/Uncharted}}''. The game's missions and puzzles are all played in a set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.

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* ''{{VideoGame/Uncharted}}''.The ''{{VideoGame/Uncharted}}'' series. The game's missions and puzzles are all played in a set order, following closely the plot, and there are no sidequests, exploration, or the ability to stray from the path set by the story.
16th Jun '16 8:09:22 PM Dere
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* The ''Franchise/SonicTheHedgehog'':
** Games released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.

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* The ''Franchise/SonicTheHedgehog'':
** Games Sonic games released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.
16th Jun '16 8:01:04 PM Dere
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* The ''Franchise/SonicTheHedgehog'' games released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.

to:

* The ''Franchise/SonicTheHedgehog'' games ''Franchise/SonicTheHedgehog'':
** Games
released between 2007 and 2009 are sometimes criticized for being a speedy game with some platforming rather than the other way around (i.e., too much running). ''VideoGame/SonicColors'' averts this with a decent number of alternate routes, and in some levels, two goal rings, as does ''VideoGame/SonicGenerations''.''VideoGame/SonicGenerations''.
** Speed-oriented levels in ''VideoGame/SonicAdventure2'' tend to be extremely linear, usually consisting in a single path with very few or no alternate routes.
15th Jun '16 2:46:45 PM MyFinalEdits
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** ''VideoGame/TheLegendOfZeldaSkywardSword'' has this within the surface regions (Faron Woods, Eldin Volcano and Lanayru Desert) due to their dungeon-like structure. When Link reaches a new area, he has to tackle all sorts of obstacles and puzzles to reach the next dungeon, but the geography makes it so he's unable to achieve the goal without taking an alternate route along the way (indeed, the shortcuts are available ''after'' Link takes the long route the first time, so they act more like [[DoorToBefore Doors to Before]] instead of being quicker alternate routes). This contrasts with the Sky areas, since only Skyloft, the Lumpy Pumpkin and the Isle of Songs are required destinations, and the first two still have plenty of side content. The main story only gives leeway once the first six dungeons are conquered and The Imprisoned is defeated for the second time, letting the player tackle the three locations for the Song of the Hero in any order, and the final dungeon (Sky Keep) being very non-linear.

to:

** ''VideoGame/TheLegendOfZeldaSkywardSword'' has this within the surface regions (Faron Woods, Eldin Volcano and Lanayru Desert) due to their dungeon-like structure. When Link reaches a new area, he has to tackle all sorts of obstacles and puzzles to reach the next dungeon, but the geography makes it so he's unable to achieve the goal without taking an take any alternate route routes along the way (indeed, the shortcuts are available ''after'' Link takes the long route the first time, so they act more like [[DoorToBefore Doors to Before]] instead of being quicker alternate routes). This contrasts with the Sky areas, since only Skyloft, the Lumpy Pumpkin and the Isle of Songs are required destinations, and the first two still have plenty of side content. The main story only gives leeway once the first six dungeons are conquered and The Imprisoned is defeated for the second time, letting the player tackle the three locations for the Song of the Hero in any order, and the final dungeon (Sky Keep) being very non-linear.
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