Extremely Weird And Obscure Games

They're not obscure games by any means nowadays (thanks Iron Pineapple for missing the point of the games), but Shadow Tower Abyss along with King's Field 4 are truly the pinnacles of FPS dungeon crawlers, especially Shadow Tower Abyss. As Don Quixote loses his mind thrashing against the horrors of reality, finding solace in fantastical realms of dragons, wenches, and false mistresses, the player character descends into slow encroaching madness, a world of twisted branches, unknowable darkness, crooked bones and limbs, desolation, isolation, a world hidden from the gaze of God. A vision of death and depravity from Comte de Lautremont. A gnarled, malformed monument of the nebulous space above come crashing down into our blue marble. Shrinking away from the Sun's incandescence, it finds strength in the dirt, in the flesh of the Earth. A nameless man falls deep into this beast, a guide worships on his knees. The last light of the known world above dies out as this young man is swallowed whole into this antediluvian dark, thick and impenetrable. The sounds of creatures beyond human imagination lurk around every corner, inside every crevice, every crack. May it please Heaven that the reader, emboldened and become of a sudden momentary ferocious like what he is playing, may trace in safety his pathway through the desolate morass of these gloomy and poisonous halls. For unless he is able to bring to his playing a rigorous logic and a spiritual tension equal at least to his distrust, the deadly emanations of this game will imbibe his soul as sugar absorbs water. That is until you take like ten steps forward in the dark and get your soft little baby head crushed by an instant kill statue that comes at you faster than a New York minute. Thank you, FromSoftware, it's like a slap from an abusive lover, thank you. I'm hooked already with what this game is putting down. I always loved and preferred FromSoftware's pre-Demon's Souls output (exception to Armored Core which only got better with time) and this is no exception. I want you to understand that I have been playing this game off and on since 2018, I only beat it November of last year. Every time I would go through it, I would stop somewhere around the Scouring Rush area. About 4 times, I dropped Shadow Tower Abyss. Most would assume that a bad sign for this game. Complete opposite, I would start it up, forget where I was and just easily and happily restart the game. It is THAT easy to pick up and go. The combat is just so MEATY, I fucking adore it and the pacing it has. It's not lumbering, it doesn't feel like molasses, it's not fast and hyper. It's methodical and precise, every swing lands with a wet thud, a squelching stab, or a gushing slice. Dismember these rancid little creatures as you make your way through this god forsaken tower. Pick up memories and last moments of those before you, dried blood splatter on knife handles, hastily don some old armor, trying to ignore the deep gouges on the chest of it. Keep your hands from shaking as you try to land a bullet in between the eyes of some godless thing lurching towards you. There is rarely any music to calm you or frighten you. All that is there is you, the dead silence and the rustling of grass behind you, the plodding footsteps of something in the deep dark, screeches and moans from beyond the veil. Make friends with the walls and floors, every beautiful brick, every gorgeous rock, every swaying blade op grass as the wind caresses your skin and brushes your hair past you. Stare a little too long at Auriel/Rurufon. Let the arms of Shadow Tower Abyss wrap around you and lose yourself in it. Until it just gives you a fucking assault rifle, an uzi and a fucking rocket launcher and you begin blasting knees off and disintegrating little demon creatures into dust. I love you, Shadow Tower Abyss.

Fuck the Dense Fog area though.
 
In this game you're an average guy with an office job. One day an evil fly bites you making you so enraged you destroy everything in sight. You also slowly mutate into a bigger monster the more stuff you destroy.
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Segas Virtual On is the first 3D game with a lock on system which certainly inspired Tomb Raider, Mega Man Legends and Zelda 64.
I hate that people still act like Oot was the first game to come up with this idea and just came up with it out of nowhere.
 
I hate that people still act like Oot was the first game to come up with this idea and just came up with it out of nowhere.
I know what you mean. I don't view it as much of an achievement, the idea seems pretty obvious when you think of how loose and free 3D games are - players are going to want to re-orientate and Sega just made a mechanic of it.

The way it's blown out of proportion seems forced when it comes to Zelda 64's case.
 
I hate that people still act like Oot was the first game to come up with this idea and just came up with it out of nowhere.
While it wasn't the first I still think that Ocarina of Time as a video game changed the entire paradigm of how you make an adventure and how combat in 3D could be made.

Of course VirtualOn had it first but it was a much more simple arcade game compared to OoT so it was much more developed.

It's like how Resident Evil redefined horror game despite that Sweet Home and Alone in the Dark were the two inspirations for it.

I totally understand people saying that Ocarina of Time is one of the best game ever made or how it revolutionised gaming as a whole.
 
In this game you're an average guy with an office job. One day an evil fly bites you making you so enraged you destroy everything in sight. You also slowly mutate into a bigger monster the more stuff you destroy.
sddefault.jpg
This was a really weird thing to experience, i just looked into it and i absolutely love the ass-backwards concept of it, the old CGI was pure gold and the game play looks weird as always, really is just a fuck-shit-up game and i love it for its jank lol, thank you for this one!
 
This was a really weird thing to experience, i just looked into it and i absolutely love the ass-backwards concept of it, the old CGI was pure gold and the game play looks weird as always, really is just a fuck-shit-up game and i love it for its jank lol, thank you for this one!
No problem. I discovered this ages ago when I was looking for more games with giant monsters. I definitely wasn't disappointed with this one.
 
I know what you mean. I don't view it as much of an achievement, the idea seems pretty obvious when you think of how loose and free 3D games are - players are going to want to re-orientate and Sega just made a mechanic of it.

The way it's blown out of proportion seems forced when it comes to Zelda 64's case.
Yeah I think it's largely a thing where you have certain groups who want the established classics to get all the credit for innovating and paving history, Which sounds insane but I swear i've seen people like that. They almost seem to think the innovations of lesser known games should be completely overlooked in favor of their child hood favorites. NGL its a large part of why I made this thread tbh. People treat innovation like it happens in a vacuum.
 
Yeah I think it's largely a thing where you have certain groups who want the established classics to get all the credit for innovating and paving history, Which sounds insane but I swear i've seen people like that. They almost seem to think the innovations of lesser known games should be completely overlooked in favor of their child hood favorites. NGL its a large part of why I made this thread tbh. People treat innovation like it happens in a vacuum.
I've seen the discussion around this devolve into semantics too. "So what if X did it first? Y game popularized it." Which is the point where you can safely walk away and call them an idiot.
 
While it wasn't the first I still think that Ocarina of Time as a video game changed the entire paradigm of how you make an adventure and how combat in 3D could be made.

Of course VirtualOn had it first but it was a much more simple arcade game compared to OoT so it was much more developed.

It's like how Resident Evil redefined horror game despite that Sweet Home and Alone in the Dark were the two inspirations for it.

I totally understand people saying that Ocarina of Time is one of the best game ever made or how it revolutionised gaming as a whole.
I think it helped evolve adventure games and obviously it got way more recognition, but I also think a lot of what it did was already done by Megaman Legends the previous year. I do think Ocarina improved how the lock on mechanic worked ofcourse and was more polished overall, though I also think theres a lot of things MML did better than Oot or that were more innovative. And there was that one 3D Ganbare Goemon game which didnt have lock on but established the other same basics of how a 3D adventure game worked.

With Resident Evil I guess thats true? I just don't like say acting like Resident Evils ideas came from nowhere or that it was the first to do everything it did. It was just the first to get the major recognition for those ideas. Project Firestart is an incredibly obscure game, it came before Sweet Home but i'd argue it was the first game to really check almost all the boxes of what the survival horror genre would become.
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I've seen the discussion around this devolve into semantics too. "So what if X did it first? Y game popularized it." Which is the point where you can safely walk away and call them an idiot.
Yeah I hate that lol. Sure if a game popularizes something that deserves mention but it doesnt mean it created that idea or even did it best.
 
I've seen the discussion around this devolve into semantics too. "So what if X did it first? Y game popularized it." Which is the point where you can safely walk away and call them an idiot.
Why would you call them that? Being the first to do something isn't the same as being the first to do it right.

This is why Doom is the game that made First Person Shooters what they are and not Mazewar, Catacombs 3D, Wolfenstein 3D or any other game prior to 1993.

I think that it's just a contrarian mindset to try to devalue Ocarina of Time's impact in gaming.
 
Why would you call them that? Being the first to do something isn't the same as being the first to do it right.

This is why Doom is the game that made First Person Shooters what they are and not Mazewar, Catacombs 3D, Wolfenstein 3D or any other game prior to 1993.

I think that it's just a contrarian mindset to try to devalue Ocarina of Time's impact in gaming.
I think you're misunderstanding? No one said being the first to do something, is the same as being the first to do something right. At the same time being the first to be recognized for doing something doesn't mean the same as being first to do something right. Some games can do it right first and still fall to obscurity for a variety of factors and get overshadowed by a later game that may not even exactly be better, just more fortunate.

The Doom thing is weird to me. Doom is far superior to Wolfenstein 3D but I still see credit given to Wolfenstein 3D for being the first real fps all the time or the one that kickstarted the fps boom. If anything Wolfenstein 3D steals the credit from Catacombs 3D since that game is actually largely forgotten.

Tbc ive never played Catacombs 3D but from what i've seen I don't think its too different from Wolfenstein outside theming but I could be wrong.
 
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Why would you call them that? Being the first to do something isn't the same as being the first to do it right.
This comes across as an implication that the other games were doing it wrong. So much of game design is iterative it's hard to even name a game that 1:1 clones Zelda's lock on. What about it makes the idea something that was beyond intuition that it needs to be the golden example? Virtual On being the first major and popular game with such an implementation is noteworthy because of how much the mechanic accomplished and how it influences play. There's significantly less nuance to Zelda's implementation and it's far less mechanically robust for something that followed 3 years of iteration.

Really the only game I can think of from another franchise that mimicked zelda lock on is half-life on PS2, but that is only a horizontal lock and gives you options for vertical aiming to target weak points, giving it more depth than zelda lock on.
 
This comes across as an implication that the other games were doing it wrong. So much of game design is iterative it's hard to even name a game that 1:1 clones Zelda's lock on. What about it makes the idea something that was beyond intuition that it needs to be the golden example? Virtual On being the first major and popular game with such an implementation is noteworthy because of how much the mechanic accomplished and how it influences play. There's significantly less nuance to Zelda's implementation and it's far less mechanically robust for something that followed 3 years of iteration.

Really the only game I can think of from another franchise that mimicked zelda lock on is half-life on PS2, but that is only a horizontal lock and gives you options for vertical aiming to target weak points, giving it more depth than zelda lock on.
Also maybe worth mentioning is that there was a Battle Angel Alita game that came out like a month before Oot that used a lock on feature.

But yeah while Oot evolved the lock on system, there have been games since that continued to evolve it, along with the action adventure game formula. Again not trying to discredit the games impact, I just think people go too far with giving it essentially all the credit, and some people acting like these other games shouldn't even be mentioned.
 
there's this "game" that stuck with me for the past decade called "Creatures Such As We".
it's an interactive fiction story. i've finally forgotten the story but i remember how it made me feel, so i am excited to play it again.

also! a visual novel called "One Thousand Lies" is great too.
 

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