It all felt well balanced and I was surprised at how fun it was considering that most of these large open games feel
like walking simulators at times.
Community Question of the Week: Do
you like walking simulators / exploration games?
Although the lack of directive and stuff to do in the first 15 minutes of the game did make it feel
like a walking simulator.
In this sense, Hellblade feels almost
like a walking simulator.
When you combine these elements with the easy puzzles, the game begins to feel a bit
like a walking simulator.
Not exact matches
I don't
like games that are pretty much just
walking simulators with a little bit of combat thrown into the mix
like Assassin's Creed.
Indie games have helped to revive the story - based adventure genre, whether through combat - free «
walking simulators»
like Dear Esther, puzzling open worlds as in The Witness, or evocative movielike experiences such as Journey.
Walking simulators have come a long way since the
likes of Dear Esther and Gone Home popularized the genre, but I never imagined that they would set out to reach... Read More
Played more
like a short, horrific «
walking simulator», Hideo Kojima's Silent Hill prototype still feels
like its shrouded in mystery, but PC players may get to experience it yet.
This one is a little different from Duck and Icarus — while it's a bit adventure - gamey and does draw on my memories of MMOs, it maybe sits best in the genre that RPS
likes to call «
walking simulators.»
Initially, Aporia seems to fit into the
walking -
simulator genre, a game based primarily around the exploration of a fallen civilisation, but it doesn't take long before you're solving puzzles and even dealing with an enemy that floats around
like the much angrier version of Casper the Friendly Ghost.
Other than that it's a
walk - and - talk
simulator like Naughty Dog games were for years (not saying it's bad, it's just nothing special anymore and some people will certainly find it bad for replayability).
we need more games
like this, and i don't mean
walking simulators in hell but games with grotesque and taboo themes and images, i hate sjw bullshits
Although backtracking is never an enjoyable task in any game, it's nice to see a game so similar to many «
walking simulators» given an open - world setting rather than tie players to a strictly linear path — and it's not
like you don't have an impeccable view to gaze upon whilst you wander.
Like I mentioned previously, Lake Ridden seems adamant about not being pigeonholed as a
walking simulator, but it certainly shares a lot of similarities with them.
Will definitely check this out, I really
like the laid back gameplay of these «
walking simulators».
The Vanishing Of Ethan Carter wonderfully embraces the «
walking simulator» genre while feeling
like a point and click adventure when it comes to solving puzzles.
You can have «
walking simulators» that are almost purely meditative,
like Gone Home, Firewatch, or Dear Esther.
Sometimes flying under the tongue - in - cheek banner of «
walking simulators,» games
like Shape of the World don't actually simulate
walking, but do present relaxing and surreal environments that beckon you to travel.
Exploring the forest and its spooky atmosphere feels
like it'll be a big part of Lake Ridden but it's much more compact than
walking simulators, only giving you a few steps to take in the surroundings before putting another item to examine or puzzle to solve in your path.
VR seems particularly well designed for
walking simulators and I have enjoyed some in the past, so jumping into a game
like this on VR should improve the experience considerably.
I love the misdirection of the trailer by making it seem
like it's going to be a narrative - driven «
walking simulator», but then the action kicks in and it's simply breath - taking.
Despite universal coverage across the board by the usual group of gaming websites, the incredibly niche and arty
walking -
simulator Where The Water Tastes
Like Wine has somehow not resonated with gamers.
And while grinding is part of playing a game
like this — unlocking tracks, cars, upgrades at a regular pace is ingrained in racing
simulators — there's a fine line that Forza Motorspot 7 doesn't seem to be
walking for a lot of players.
The forlorn emptiness of the world prevents it from feeling
like a modern - day
walking simulator (
like Firewatch or Gone Home).
Like so much else in games, the
walking simulator is not a new phenomenon, and its roots can be traced back to the 1980s.
If you did enjoy those games however, then you're in for a treat, because Where the Water Tastes
Like Wine is up there with some of the best «
walking simulators» around.
Racing gamers label such games as «Sim - cades», a portmanteau of «
simulator» and «arcade» - not so technically mind - boggling as truly accurate driving sims
like iRacing or Assetto Corsa but not a
walk in the park to play either
like the Need For Speed series of games or Ridge Racer.
Narcosis is a horror
walking simulator that
likes to dabble in puzzles and narrative.
By no standard could it be considered a bad narrative, but for a better example of how
walking simulators can also be interesting games, most would be better off with something
like Journey or Grow Home.
Yes, Everybody Hates Chris is a
walking simulator,
like the bagillions of artsy IPs that have flooded the market over the past years.
From sequels to classic franchises
like The House of the Dead and Columns, to new franchises
like SEGA GT and arcade oddities
like The Typing of the Dead, a collaboration with Namco, and a dog
walking simulator.
It takes inspiration from narrative
walking simulators like Gone Home, but with an element of mystery and suspense that keeps you on your guard.
It treads along the lines of a few different genres, with it feeling
like a hybrid of a point - and - click adventure, a platformer, a
walking simulator, a rhythm game, and even a collection of mini-games — it really has a lot to offer and keeps things feeling surprisingly varied from start to end.
There are also companies
like TellTale who continue to innovative, and the entire genre of «
walking simulators» is pretty much an evolution of adventure games anyway.
So next to games people actually
like, you get the odd
walking simulator and boring Twine game that mostly only appeals to insane Tumblr users.
In one of the best
walking simulator games, The Vanishing of Ethan Carter, you'll explore a vastly detailed yet eerily creepy rural setting as a paranormal investigator tasked with finding out what happened to Ethan Carter, the horror - adventure video game was specifically designed to never hold your hand making it a little difficult at times to solve some of the puzzles, but much
like a Dark Souls the sense of accomplishment is what you should play this
walking simulator for.
I haven't played anything quite
like it and whilst the core gameplay mechanics will probably feel familiar to anyone who has played a
walking simulator before, the neat little touches that the use of echolocation brings ensures that you'll be intrigued enough to see it through to its end.
Small considerations
like that, when combined with the central narrative, the exquisite sound - design, strong voice work, and hilariously accurate atmosphere of a 90's home, are what elevates Gone Home beyond the simple «
walking simulator» it may at first appear to be.