What are some good games that give you a sense of adventure?

What are some good games that give you a sense of adventure?

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elder scrolls iv

Hollow Knight
Rain World
Dragon's Dogma
7 Days to die
Iconoclasts
Miasmata
Shelter
Minecraft
Brothers: A Tale of two Sons

Dysentery Simulator isn't an adventure title

what about something in the roguelike category

Good question, but I feel like the feeling of adventure isn't what most roguelikes try to inspire. In any case, I feel like sprawling adventures aren't really compatible with the sense of adventure. I guess it's because you die often and end up retreading similar paths quite often. Let me try and compile a short list nonetheless.

Several Dragon Quest games, especially III.

STALKER, kind of? Though that's more like surviving alone in a world that badly wants you to die.

Don't worry senpai I got you covered
Caves of Qud

So, it's more of a list of rogulikes, more than anything, but, here :
Spelunky
Vagante
The Flame in The Flood
Streets of Rogue
Crypt of The Necrodancer
King of Dragon Pass (if you like VN style gameplay)
I.V.A.N.
Rogue Legacy
Dwarf Fortress
Don't Starve (Survival Game, but definitely adventurous)
Dungeon of The Endless
Lufia II has a roguelike dungeon, I think.
Nuclear Throne
UnReal World (Oldschool Roguelike Survival, very good)
Eldritch
Tale of Maj'Eyal
ADOM
Nethack
Rogue
Hand of Fate
Pixel Piracy
Legend of Dungeon

So, not all of these are "good". They vary in quality and your mileage may vary, but it's a list of games that have some randomness and varying degrees of adventure.

Skyrim

I guess most angband clones will give you something like that, ADoM and to some extent Elona also fit.

expeditions: viking

>Caves of Qud
I've been eyeing it for a while now. Is it really that good? How does it compare to other Roguelikes?

Your interpretation of roguelike is much broader than my own. I would consider many of the games you listed to be "rogue-lite adjacent", which really just means "permadeath with light rpg elements"
In what ways do you consider Dungeon of the Endless, Don't Starve, or Spelunky to be roguelike?

Far Cries

Only the first and the second because I've watched this Crowbcat video telling me it was a good game because it had good details as opposed to the newer entries

It is wonderful in every way. Great depth of character build. Plenty of (partially procedural) vague lore to discover and learn. Varied and unique combat interactions. Legitimately hard enemies. Excellent replayability.
Ignore the Early Access tag if that's what has been holding you off. It has fully fleshed out mechanics and tons of content. The only unfinished aspect of the game is the main quest, but you can easily put in 50-60 hours of gameplay before you actually make it to the "end" of it.

Hey, I'm just covering all possible bases. I agree with the idea of rogue-like adjacency, but some people will die on the issue that roguelike is a broad, catch all term.

So, Dungeon of the Endless, Don't Starve, and Spelunky aren't really roguelikes because they're not like Rogue, per se. But, they do have more in common with the genre than other games I mentionned, like Rogue Legacy (let's face it, that game gets lumped in there mainly because of its title).

I'd give a good defense of Dungeon of the Endless by saying that it's pseudo turn based, grid based, has character stats and leveling, plus the traditional "restart from the beginning when you die" and random level layouts.

Don't Starve mostly has "complex" (for a -lite) item combinations... but it does have the sense of adventure.

Spelunky is the all-father of the rogue-lites and I believe that it is mainly faithful to the precepts of rogulikes except that it isn't turn based and doesn't have character stats. You could make a weak argument that it is grid-based because it's level design is basically squares, and you could also make a weak argument that there are complex item interactions because most things interact with themselves in an ultimately predictable but at first novel way (torch makes dynatmite boxes go boom, spike traps are triggered by other things than the player, carnivore plants eat other things than the player, etc..)

Hope that this satisfies you, senpai.

Is the combat tactical in anyway, like, say, IVAN or is it more like bump into enemies?

Somewhat tactical. There are a variety of moves for each combat proficiency. Most have some movement aspect tied to it, or some kind of extra affect. There are also a large number of physical and mental mutations that add variety to movement and attack strategies. Also lots of grenades and shit.
You will be doing a lot of bumping into enemies, though.

Thank you for clarifying. I still do not agree with your view on what makes a roguelike a roguelike, but that is a stupid thing to be upset about.

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Indiana Jones and the Fate of Atlantis

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Well, as much as I love Spelunky, I've argued against calling it a (pure) roguelike, for more than half a decade. It's just that most normies have taken to using the term as a catch all. Even if I'm not a hard-core oldschool roguelike player, I still value games that use the Berlin interpretation of the genre as a basis for their design. That's true roguelike to me, and that paradigm has value. I still like to fuck around in rogue lite adjacent games, though. Simply because time investment is lower in those games.

ive busted it to this gif several times

Oregon Trail
Might and Magic 6
Riven
Pre v1.0 Minecraft
Kingdom Come
NES Dragon Quests

REMINDER if you use a wiki you are not adventuring.

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But, user, how could you keep up the cadence?

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the new metro nails it

older games that make me feel a sense of adventure would be mass effect 2 and mgs3/4