Summary
A great free-form feature of the open-world style of gameplay is that playersdon’t necessarily have to follow the beaten path. The sense of freedom and open-endedness makes players feel like they’re on a grand adventure. However, sometimes, open-world titles take away that very freedom or condense it in a way that feels restricting. These developers take the core essence of the open-world concept and completely turn it on its head.
It’s a testament to the game devs’ creative vision and desire to push boundaries and create new gaming experiences for players. That’s why some games, despite their open-world-like aesthetic and setting, make the players feel walled off. The games are still so great and immersive that many players won’t even feel it, at least not right away.
Rocksteadycaught lightning in a bottle withBatman: Arkham City. The atmospheric ambiance and freedom of traversal and exploration were exceptionally well done. Arkham City’s purposeful greyish aesthetic and disturbing sights cause a constant creepy feeling that sticks with players until the end. Even the story ofBatman: Arkham Cityrevolves around Dr. Hugo Strange trapping Batman — and, by extension, the player.
While Batman’s fantastic gliding and diving traversal allows players to go anywhere in Arkham City, they can’t leave. Players must navigate every inch of the area as they are being watched. And then there’s the looming threat of the ominous Protocol 10.Batman: Arkham City’sopen world disguises itself as an epic superhero game but traps players like lab rats in a maze.
If there’s one game that grants players endless open-world freedom but also puts the fear of exploration in them, it’sSubnautica.There is nowhere players can’t go inSubnautica, and the challenge is surviving the encounter with the unknown. The alienocean and its large, surreal inhabitantswill always deter players, making them feel dread.
It doesn’t help that the ocean is dark, deep, and horrific. There are chilling howls of the alien marine life underwater that will make players question everything. The player character has no NPCs to interact with, further fueling the isolation and immersion. The main goal is escaping the alien planet, butSubnautica’smassive open world is an inescapable trap for players. It’s a thought-provoking, beautifully haunting experience underneath the surface.
While fans argue overDying LightorDying Light 2, the first game truly gives the feeling of trapping players in an open world. Sure, the sequel is bigger and offers more features, but the relative simplicity ofDying Lightis what makes it great. There are also more legitimately scary moments inDying Light,like thepitch black darkness and spine-chilling soundsof zombies lurking during the nighttime.
Dying Light’sparkour traversal is another reason the game feels fun yet also very frightening. From the first-person perspective, every jumpscare from a grotesque, flesh-eating monster feels more intense. Players are free to scavenge for supplies and weapons, but there are limits — the quarantine for gameplay and plot reasons prevents escape.
Days Gonetraps players in the familiar zombie trope, but its world feels surprisingly grounded. Unlike other games,Days Goneadds a unique element to the transportation mechanic: the bike. It requires constant maintenance and can be lost and destroyed, which adds to the ‘trapped’ feeling. Navigating the open-world map requires caution, as gasoline is a precious resource. If players run out, they must travel the zombie-infested world on foot.
The other thing that setsDays Goneapart is the terror of zombie hordes that can come out of the woodwork.One fumble is all it takes to screw things up. If players accidentally fire a shot in the forest where sounds echo, the next thing they will see is a swarm of zombies surrounding them.
Darkwoodhas an open-worldgame design with surrealhorror game trappings. Players have agency to explore the mutated sentient forest, and there is literally no way out. The forest is mystifying, with lots of NPCs that are eerily calm despite the elements of body horror clearly visible.
Nighttime requires careful preparation, and players must set up traps in a base to survive the enemies. Resource management is a key component of the gameplay, where daytime is for scavenging and nights are for using them wisely.Darkwoodmakes players uncomfortable with its grim but fascinating plot as it unfolds. The Lovecraftian themes instill an existential hopelessness that grows the more players play.
While most gamers will not considerBioShockan open-world game, it technically is one, and it brilliantly toys with players by trapping them. Players can travel to different sections within the undersea city of Rapture at any time, which can be freely explored. The dark, steampunk aesthetic underwater makes the game feel unique. The dim lighting, tight corners, and the panicky musical score enhance the claustrophobic effect during exploration.
BioShock’ssplicers and Big Daddiesare imposing enemies that players will avoid or fight. Their suspenseful placements will make players jump more than a couple of times, especially on blind playthroughs. The jaw-dropping ending will make players feel like pawns rather than heroes who conquered adversity.
If players want an open-world experience unlike any other with true freedom,Elden Ringwill scratch that itch. It will also trap (new) players in an unforgiving cycle of death.There is a learning curve toElden Ring(an understatement of the century). Players must mind their surroundings, as enemies can overwhelm and one-shot players. The game’s deadly locations need strict movement and precision platforming to clear, or players will fall to their deaths. That’s the very definition of the word “trapped.”
Avoiding enemies and optional boss fights is possible inElden Ring,but players have to explore through trial and error for it. Almost every area has tough enemies and traps guarding treasures and items. ExploringElden Ring’sopen world requires a high-risk, high-reward approach to overcome the feeling of being trapped.
Amnesia,as a franchise, is not known for open-world game design.Amnesia: The Bunkerchanges that for the better by trapping players in a semi-open world for a bloody good time. They areliterally trapped in an underground bunkerfilled with winding tunnels and caverns, all while being hunted by a mutated monster. It’s a constant game of cat-and-mouse as they navigate the underground obstacles and avoid being captured by the ferocious beast.
There’s no streamlined path that allows players to move around and explore the bunker’s different quarters. With limited supplies and few light sources, they must listen to audio cues and exercise sound judgment to escape.Amnesia: The Bunkerbuilds tension with the generator powering the bunker, which requires fuel from cans scattered throughout the bunker.