The best game that is difficult to explain

summation

  • Game like a game Baba is you Challenge the player to rewrite the reality through clever word puzzles and creative thinking.

  • Return to Obra graduation It provides a unique criminal experience using frozen moments and deductive reasoning.
  • Undertale 's Deep storytelling dynamics teaches empathy by selecting players that affect the game world.

Some games do not provide elevator pitch. They make a bizarre sound on the paper. The conversation is confusing and you can't market if you judge the screenshot alone. But the second someone is actually acting and becoming powerful enough to play them, or at least the confusion is not important.

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These are recommended for everyone with a wide eye, “Believe me,” after the player finishes and thinks for a few weeks. They avoid genre labels, expect, and ignore the gameplay mechanism strangely satisfactorily. But anyway, they are also part of the most beloved experience.

8

Baba is you

“IS” can be a verb, a wall, a victory condition.

On the surface, it looks like a soban puzzle in a kindergarten white board session Baba is you Quietly one of the most brain -brain logic experiments. Simply start. Move the same thing as a flag. But the word begins to be relocated and suddenly “the wall” becomes a “wall”. Now the player is controlling all the walls of the map. It is not about loosening the puzzles and rewriting the real rules using only the sculptures and stubborn creativity.

Brilliance is in a way Baba is you We don't describe our own rules, but forced the player to fully learn his rules. There is no traditional story that linguistic professors cry, no battle, and only word solidarity puzzles. Explaining to a person who has not played is like explaining quantum physics using a refrigerator magnet. But it is a perfect recommendation for those who are deeply confused in a good way.

7

Return to Obra graduation

Detective Game, which is all dead and time is your sketch pad

Most detective games depend on conversation and shining clues. Return to Obra graduation Throw the playbook out of the stomach and instead the head of the black and white insurance director. The abandoned 19th -century merchant ships are to find out what happened to the 60 souls who died on board. twist? The player can use a magical pocket watch to jump into the frozen moments of each person's death and collect destiny in the conversation, surrounding sound and environmental details.

All deductions are manuals. There is no hint. There is no automatic solution. The black and white 1 -bit art style is more hidden than it is released, so the player should squat tattoo, pick up the accent, and pay attention to the placement of the shadow. It sounds like a stretch to explain how this prosecution of death will be the most satisfactory Whodunits in the game. But it is immediate recommendations for those who like to solve slow and compulsive problems.

6

Undertale

A game that teaches empathy using bullet eggs, jokes and flowers

It looks like a lost SNES game, sounds like a game boy with emotions, and plays like a joke. Until not. Undertale Wear it strangely like armor. Players can be wrapped in a skeleton, spraying flirt, sparing no enemies in the middle of a battle, or being absolutely wrapped into flowers -like flowers. However, it is buried under the memes and Miditone is a system that tracks morality in a manner that most RPGs do not dare.

All decisions are important. The enemies remember how they were treated. File storage files lie to the player. Killing something does not make the game more difficult. It makes it sad. Epidemiology is simple, but storytelling has a meta commentary with a boundary on philosophical. It is easy to say that to someone Undertale good night. What's even more difficult is to explain how the game is re -wiring the player's responsibility, especially if you try to execute massacre and find out what it really means.

5

Stanley parable

The game explaining yourself, ridiculing you and then changes the ending.

Narration in a British voice that sounds like judging all of the players' movements, Stanley parable It is an idealistic claim that has a small game and disguised as an office simulator. The story begins when Stanley finds that everyone in the workplace has gone. The next thing happens depends on how obedient or confusing the player is entirely. Do you want to follow the narrator's instructions? The story unfolds in one way. Do you disobey him? He can be annoying, confused, or existential.

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There is no clear goal. All endings are contradictory with another contradiction. The narrator is affected at the same time for player selection. At some point he starts the game again because the player does not listen. Stanley parable Some comedies, partial criticism and some destruction of the way of working on video games. It is easy to tell someone as a masterpiece. How do you explain how to get into the wrong door for a week? Not so much.

4

all

Play everything. to the letter

There is no main character. There is no level design. There is no “victory” condition in the traditional sense. all It is a renewable philosophy class disguised as a surreal sandbox that allows players to control everything from pinecon to galaxy. At one moment, they are a bear that floats in the forest. Next, they are quarks. Next, ideas. It sounds like a nonsense. It's ridiculous. But it is also quite profound.

The narration of the philosopher Alan Watts entirely enhances the feeling of the unity of the universe by smoothly pressing nude to reflect the player in size, identity and existence. There is a button to roll the object. All objects are awkwardly awkward. nothing all It follows the rules of the existing game design, but with people. It feels dare to feel it, but for those who try it, it is often one of the rare experiences that change the perspective even if it is not possible.

3

Strand

Cargo delivery simulator for love, loss and topography

When Hideo Kojima pitches Strand As a pedestrian simulator that players deliver packages throughout the United States after the apocalypse, people were not sure whether it was performing art or a joke. It was also not a stranger. Yes. The player takes most of the time to monitor stamina while carrying a box through the mountains and rivers and to balance the luggage like the Jenga Tower. The actual game is about connection.

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All the remaining ladders, all the bridges built by other players, form a quiet and invisible web among thousands of people working together without meeting. Slow, flo -driven, awkward waterfalls, Norman Reedus, and how to scream when traveling, all provide hard development and emotional investment. It should not work. Yes. And it's almost impossible to try to explain if it doesn't sound like Kojima Acollyte. But recommended? It's easy. Please tell people that it is the best game for hiking with anxiety and ghosts.

2

Katamari Damacy Reroll

I feel right when I roll the world

The game where a small universe prince rolls a ball that rolls out the cows, continents and the whole country has no soft segue. Katamari Damacy Reroll In every way, we pray one of the strange treatment games, from ridiculous music to pastel chaos. The core mechanics are simple. Roll the sticky ball on the object to make it bigger. That's it. But the rapid escalation of the scale, from paper clips to high -rise buildings, never stops fun.

Trying to explain the emotional depths of something so mechanically, it feels like a contradiction, but there is a strange impressive sub -text under the chaos. The king of all cosmos constantly drives out the player and lower the royalties. This game somehow reflects consumption, scale and neglected parenting without explicitly speaking. It is easily recommended. Do you explain? It's a bit easier than explaining what ducks, buses and Fuji Mountain look like space spaces.

1

Outside wild

Curious puzzles and answers

Starting with a quiet space exploration SIM ends with a revelation that can melt the blackboard. ~ Inside Outside wildThe player controls alien astronauts in the handmade solar system submerged in the 22 -minute loop. All loops end with supernova. The only thing that was made is knowledge. Upgrade, no gear -just information. It is almost impossible to explain with that mechanic alone.

All planets have a mystery, all clues lead to somewhere, and most answers raise more questions. The player is rewarded for how careful he is, not how well he plays. There is no hand holding or map marker. A full star system full of pears, suits and mystery. explanation Outside wild It often sounds like a word salad. “In order to learn how the sun station does not activate the black hole before the Anglerfish occurs, you must intentionally die.” But the people who come back have changed, and the stars have been changed in the eyes.

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