History Main / OpeningTheSandbox

17th Aug '17 12:23:25 PM infernape612
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* In ''VideoGame/Persona5'', while your PlayerCharacter arrives in Tokyo on 4/9, the game proceeds on a linear path for the first 9 days. On 4/18, you are allowed to explore daytime Tokyo, do Confidants, and go to the Palace. Sojiro allows you to explore nighttime Yongen-Jaya on 4/25 and cuts you loose on nighttime Tokyo on 5/6, and you unlock Mementos the next day.
23rd May '17 5:45:05 AM LordInsane
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* ''VideoGame/EndlessSky'' has two related openings: completing a tier 1 storyline[[note]]as of May 2017 only the Free Worlds one is completed and implemented[[/note]], and acquiring a jump drive. The tier 1 storyline unlocks the tier 2 storylines and many tier 2 missions, and the jump drive (which is most easily acquired towards the end of a tier 1 storyline, but ''can'' be acquired earlier) allows you to go to systems that aren't connected to human space with hyperlinks[[spoiler: or wormholes]].
19th Apr '17 5:14:07 AM LucaEarlgrey
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* ''VideoGame/CastlevaniaSymphonyOfTheNight'' follows a linear progression through Dracula's castle. Once you get to [[spoiler:the Inverted Castle]], you have enough mobility that you can do the bosses and get the PlotCoupons needed to unlock the {{Final Boss}}es in any order you want.
13th Mar '17 10:22:45 AM Unknownlight
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** In ''VideoGame/TheLegendofZeldaBreathoftheWild'', while the Great Plateau is a sandbox itself, the rest of Hyrule is opened up when you get the Paraglider, ''including the final dungeon and final boss''.

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** In ''VideoGame/TheLegendofZeldaBreathoftheWild'', ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', while the Great Plateau is a sandbox itself, the rest of Hyrule is opened up when you get the Paraglider, ''including the final dungeon and final boss''.
6th Mar '17 10:58:52 AM tclittle
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** In ''VideoGame/TheLegendOfZeldaSkywardSword'' the sandbox is opened after you open all three portals, getting the Clawshot also opens up a couple more oppurtunities.

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** In ''VideoGame/TheLegendOfZeldaSkywardSword'' the sandbox is opened after you open all three portals, getting the Clawshot also opens up a couple more oppurtunities.opportunities.


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** In ''VideoGame/TheLegendofZeldaBreathoftheWild'', while the Great Plateau is a sandbox itself, the rest of Hyrule is opened up when you get the Paraglider, ''including the final dungeon and final boss''.
9th Jan '17 5:13:56 PM DastardlyDemolition
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* ''VideoGame/DragonAgeOrigins'': After you leave Lothering, you're free to go to each of the four armies you need to recruit in any order you wish, as well as visit any other location on the world map.
* ''VideoGame/DragonAgeII'': The world isn't as open as that in ''Origins'', but after meeting Varric in the very first cutscene of Act I, you're finally allowed to visit any of the locations within Kirkwall or its outskirts, whereas in the Prologue you were confined to linear progression.
* ''VideoGame/DragonAgeInquisition'', for all its trying to be more sandbox-ey than the previous installments, doesn't quite open up until you make yourself at home in Skyhold, about 15 hours in. It does let you out into the Hinterlands--the biggest open area in the entire game--early on (right after the tutorial and Haven), but higher-level locations don't appear on the PointAndClickMap until Skyhold.

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* The ''Dragon Age'' series:
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''VideoGame/DragonAgeOrigins'': After you leave Lothering, you're free to go to each of the four armies you need to recruit in any order you wish, as well as visit any other location on the world map.
* ** ''VideoGame/DragonAgeII'': The world isn't as open as that in ''Origins'', but after meeting Varric in the very first cutscene of Act I, you're finally allowed to visit any of the locations within Kirkwall or its outskirts, whereas in the Prologue you were confined to linear progression.
* ** ''VideoGame/DragonAgeInquisition'', for all its trying to be more sandbox-ey than the previous installments, doesn't quite open up until you make yourself at home in Skyhold, about 15 hours in. It does let you out into the Hinterlands--the biggest open area in the entire game--early on (right after the tutorial and Haven), but higher-level locations don't appear on the PointAndClickMap until Skyhold.
9th Jan '17 4:26:05 PM DastardlyDemolition
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* ''VideoGame/FinalFantasyI'' unusually has this at the halfway point ([[SequenceBreaking or if you're like most players, slightly before]]), when you get the GlobalAirship. Not that the sandbox in this game is so crowded...
* ''VideoGame/FinalFantasyVI'' notably opens, [[PlotTunnel then closes, then re-opens]] the sandbox a couple of times as your airship breaks down and is repaired. It finally re-opens for good after you get the second airship in the World of Ruin.
* ''VideoGame/FinalFantasyVII'': Disc 3. Also near the end of Disc 1 when you get the Tiny Bronco.
* ''VideoGame/FinalFantasyVIII'': Once the Missile Base, [[AbsurdlySpaciousSewer MD Level]], killing NORG, and all that bullshit in Fisherman's Horizon are said and done with, you are free to pilot the [[FloatingContinent Garden]] around. You can go everywhere except [[HiddenElfVillage Esthar]] and the BonusDungeon in the ocean. In disc 3, you are given a proper airship and can truly go anywhere you please.
* ''VideoGame/FinalFantasyIX'': You can explore the ocean when you receive the Blue Narciss (ship) on Disc Two, then the whole world when you gain control of the Hilda Garde II (GlobalAirship). You upgrade your airship to the Invincible when you return from Terra at the start of Disc Four, but it does nothing that the Hilda Garde didn't.
* ''VideoGame/FinalFantasyX'': The game opens up a bit when you get to the Calm Lands, but really this happens when you get the airship permanently.
* ''VideoGame/FinalFantasyXIII'' has NoSidepathsNoExplorationNoFreedom up to the point where Lightning's party reaches Pulse... ''in chapter 11'' (out of 13). There's a living but utterly inaccessible cityscape around the straight path, which is the main reason most people accuse the game of being too linear (though the linearity is justified by the story).

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* The ''Franchise/FinalFantasy'' series:
**
''VideoGame/FinalFantasyI'' unusually has this at the halfway point ([[SequenceBreaking or if you're like most players, slightly before]]), when you get the GlobalAirship. Not that the sandbox in this game is so crowded...
* ** ''VideoGame/FinalFantasyVI'' notably opens, [[PlotTunnel then closes, then re-opens]] the sandbox a couple of times as your airship breaks down and is repaired. It finally re-opens for good after you get the second airship in the World of Ruin.
* ** ''VideoGame/FinalFantasyVII'': Disc 3. Also near the end of Disc 1 when you get the Tiny Bronco.
* ** ''VideoGame/FinalFantasyVIII'': Once the Missile Base, [[AbsurdlySpaciousSewer MD Level]], killing NORG, and all that bullshit in Fisherman's Horizon are said and done with, you are free to pilot the [[FloatingContinent Garden]] around. You can go everywhere except [[HiddenElfVillage Esthar]] and the BonusDungeon in the ocean. In disc 3, you are given a proper airship and can truly go anywhere you please.
* ** ''VideoGame/FinalFantasyIX'': You can explore the ocean when you receive the Blue Narciss (ship) on Disc Two, then the whole world when you gain control of the Hilda Garde II (GlobalAirship). You upgrade your airship to the Invincible when you return from Terra at the start of Disc Four, but it does nothing that the Hilda Garde didn't.
* ** ''VideoGame/FinalFantasyX'': The game opens up a bit when you get to the Calm Lands, but really this happens when you get the airship permanently.
* ** ''VideoGame/FinalFantasyXIII'' has NoSidepathsNoExplorationNoFreedom up to the point where Lightning's party reaches Pulse... ''in chapter 11'' (out of 13). There's a living but utterly inaccessible cityscape around the straight path, which is the main reason most people accuse the game of being too linear (though the linearity is justified by the story).
9th Jan '17 4:24:02 PM DastardlyDemolition
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* ''VideoGame/{{Fallout 3}}'' confines you to an underground vault, which serves as a tutorial level, in the early part of the game. You eventualy escape, gaining access to the rest of the world.

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* ''VideoGame/{{Fallout 3}}'' confines you to an underground vault, which serves as a tutorial level, level to teach you about combat and using your Pip-Boy, in the early part of the game. You eventualy escape, eventually escape after the Vault falls into chaos, gaining access to the rest of the world.



** The game attempts to confine you in the early parts of the game with {{Beef Gate}}s, although smart players can sneak past the Deathclaws at Quarry Junction or evade the Cazadors north of Goodsprings [[SequenceBreaking to get directly to Vegas]].

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** The game attempts to [[RailRoading confine you you]] to [[FollowThePlottedLine find the man who tried to kill you]] in the early parts of the game with {{Beef Gate}}s, although smart players can sneak past the Deathclaws [[DemonicSpiders Deathclaws]] at Quarry Junction or evade the [[BigCreepyCrawlies Cazadors and Giant Radscoprions]] north of Goodsprings [[SequenceBreaking to get directly to Vegas]].
26th Nov '16 4:34:28 AM KBABZ
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* ''VideoGame/JakIIRenegade'' starts off with the linear Prison level and drops Jak in the sprawling Haven City after escaping it. However he only has access to the Slums; periodically through the game he can pick up coloured passes that let him access new parts of the city, including the Port, the Markets, the Stadium and the Palace Grounds, each with their own linear levels connected to them.
** Similarly, ''[[VideoGame/Jak3Wastelander Jak 3]]'' starts in the metaphorical sandpit of Spargus before giving you the literal desert of the Wasteland. Eventually you return to Haven City as well, although it is much more linear than in the previous game due to the war.
** Both Jak II and 3 feature this for the linear levels as well; after picking up a new gadget/ability and/or reaching a certain point in the story, you revisit an earlier level and get to explore new areas of it. For example, the second visit to the Strip Mine in II lets you use the [=JetBoard=] to explore the upper areas.
2nd Aug '16 10:50:46 AM gophergiggles
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* In most of the side-scrolling ''VideoGame/{{Metroid}}'' games, getting the High Jump boots is the point when suddenly you can go (plot allowing) practically anywhere. On the GameBoy sequel, the big "I'm free!" moment is getting the Spider Ball upgrade which allows you to cling to crawl walls in Morph Ball form. The Space Jump takes it UpToEleven by being the point where you can go ''literally anywhere in the game''.



* In most of the side-scrolling ''VideoGame/{{Metroid}}'' games, getting the High Jump boots is the point when suddenly you can go (plot allowing) practically anywhere. On the GameBoy sequel, the big "I'm free!" moment is getting the Spider Ball upgrade which allows you to cling to crawl walls in Morph Ball form. The Space Jump takes it UpToEleven by being the point where you can go ''literally anywhere in the game''.
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