Games That Kept Us on a Leash: RPGs That Yearned for Open Worlds
Explore immersive worlds in classic RPGs like Vampire: The Masquerade and Persona 5, where stunning environments often feel restricted by linear gameplay constraints.
Ah, the classic RPG promise: vast, immersive worlds ripe for exploration! Yet, sometimes, that tantalizing freedom feels like a carrot dangled just out of reach. While developers weave intricate narratives and stunning environments, a frustratingly linear leash often keeps players tethered to the main path. It’s like being given the keys to a sports car… only to find it can’t leave the driveway. These particular gems, beloved as they are, left players staring longingly at locked doors and impassable barriers, wondering 'what if?' about the untapped potential simmering beneath the surface. Oh, the places we could have gone!
🧛 Vampire: The Masquerade - Bloodlines: LA's Gilded Cage
Troika's cult classic drops players into the rain-slicked, neon-drenched underbelly of Los Angeles as a freshly minted vampire. What a setting! The City of Angels practically oozes atmosphere – gritty Santa Monica piers, seedy Hollywood backlots, imposing Downtown skyscrapers. You could practically taste the desperation and stale blood in the air. But here’s the rub: getting around felt less like exploring a living city and more like teleporting between glorified theme park zones via that cryptic cabbie (seriously, what was his deal?). The frantic rush to finish the game meant the sprawling potential of LA got condensed into narrow corridors disguised as hubs. Such a shame! This iconic locale begged for alleyway secrets, hidden Elysiums, and rooftops to brood upon. That cab ride? It often felt less like a journey and more like the game impatiently tapping its foot.
🎭 Persona 5's Tokyo: Metropolis on Mute
Ah, Tokyo! Bursting at the seams with life, energy, and endless nooks to discover. Persona 5 throws the Phantom Thieves into this electric playground… and then gently, but firmly, slaps their hands away from half of it. Sure, you get slices of Shibuya, Shinjuku, and Yongen-Jaya, but they often feel like meticulously curated dioramas rather than a living, breathing city. Want to check out that cool shop across the street? Sorry, Joker needs an invite. That sprawling district hinted at? Nope, not on the itinerary today. The game’s strict social schedule and confining zones made Tokyo feel strangely… quiet. For a game all about rebellion and breaking free from society’s constraints, the physical world felt frustratingly compliant. You could almost hear the city sighing, "Maybe next time, Trickster."
🌊 BioShock's Rapture: Drowning in Linearity
Plunging into the art-deco nightmare of Rapture remains one of gaming’s most unforgettable introductions. Andrew Ryan’s underwater dystopia whispered promises of eerie exploration – decaying ballrooms, flooded labs, forgotten apartments thick with splicer moans. Atlas guides you through this watery grave, but oh, how the corridors chafe! Rapture teems with stories etched in its leaking walls and scattered audio logs, yet the game funnels players relentlessly onward. That intriguing side corridor? Probably locked tight until Plot Point 3. That imposing structure glimpsed through a porthole? Keep dreaming, kid. The splicers might be free to roam their madhouse, but Jack? He’s stuck on rails. Such a brilliantly realized world deserved more than just a guided tour. It begged to be truly lost in, where the next corner could hide wonder or unspeakable horror – not just the next objective marker.
⚔️ Avowed: The Living Lands' Unfulfilled Hike
Stepping into the vibrant, diverse Living Lands of Eora should have been a fantasy hiker's dream! Lush forests whispering ancient secrets, sun-baked deserts hiding buried temples, treacherous caves echoing with unseen threats – the biomes practically screamed exploration. Obsidian built this rich setting within the Pillars of Eternity universe, a place known for deep lore. Yet, Avowed kept players largely confined to specific quest paths. Those tantalizing vistas? Often just pretty backdrops. The potential felt enormous – a sandbox ripe for uncovering forgotten ruins, encountering strange wilderness factions, or stumbling upon pockets of pure, untamed magic. Instead, the journey felt prescribed. The Living Lands felt less like a world to get lost in and more like a series of connected levels. A solid foundation, sure, but one that left players yearning for the freedom to truly wander off the beaten track and discover their own stories. Fingers crossed for Avowed 2 unlocking the gates!
🐉 Dragon Age: Origins: Ferelden's Fast-Travel Blues
Ferelden was under siege, drowning in Darkspawn! The Grey Wardens' desperate scramble to unite a fractured kingdom against the Blight offered the perfect setup for epic, open-world exploration. Imagine cresting a hill to discover a hidden Dalish encampment, stumbling upon a besieged farmstead needing aid, or uncovering ancient Tevinter ruins whispering dark secrets – all organically! Instead? The map became a glorified fast-travel menu. Click Ostagar. Click Redcliffe. Click the Deep Roads (ugh). While efficient for the epic, character-driven narrative, it utterly gutted the sense of place. Ferelden felt less like a living, breathing land and more like a collection of isolated dioramas players warped between. The juicy side content was usually handed out directly in the hubs, missing that magic of stumbling upon adventure. For a game about saving a nation, players saw surprisingly little of the nation outside major plot points. Those country roads remained stubbornly untraveled.
⚡ Final Fantasy 7 Remake: Midgar's Vertical Limits
Square Enix poured undeniable love into reimagining Midgar – that iconic, grungy, plate-divided mega-city. The detail was staggering! You could almost smell the mako fumes in the slums and feel the sterile chill of the upper plates. But Remake Part 1 treated Midgar like a meticulously staged play. Players were shuttled from set piece to set piece along very specific, often narrow routes. Even when brief "open" sections appeared (hello, Sector 7 slums!), they felt disappointingly small, more like curated pockets than a cohesive cityscape. The potential for vertical exploration – climbing crumbling infrastructure, sneaking through maintenance tunnels under the plate, maybe even finding illicit paths up – was immense, yet largely unrealized. Contrast this with the vast openness of Rebirth later on, and Midgar’s constraints feel even more pronounced. It was a stunning, detailed cage. You could see the scope, feel the ambition, but the walls were always there.
🎨 Clair Obscur: Expedition 33: A Year to Kill... But No Time to Explore?
Sandfall Interactive’s debut hit presented a gorgeously bleak world inspired by 19th-century France, overshadowed by the terrifying yearly death count painted on the horizon. The premise is killer: you’ve got one year to trek across this strange land and kill the Paintress before the timer hits zero. The overworld map itself is charming, hinting at pockets of mystery and little diversions. And yet… the journey remains surprisingly linear. Players are gently, but firmly, guided back to the critical path. With a whole year supposedly stretching before the doomed expedition, the lack of freedom to truly roam felt like a missed opportunity. Imagine getting sidetracked by the remnants of previous failed expeditions – uncovering their journals, solving their abandoned puzzles, maybe even finding alternate routes they pioneered. The world whispers of depth and history, but players are kept moving briskly towards the main goal. It’s beautiful, tense, and engaging... but you can't help wondering what secrets and stories got left behind in the untracked wilderness just off the road. That Paintress might be patient, but the game design? Not so much. Guess saving the world leaves little time for sightseeing, eh?
So there they are, these beloved worlds that somehow felt… smaller than they promised. The constraints often served their stories, sure. But the what ifs linger, don't they? What hidden corners were never coded? What secrets never spawned? That locked door in Rapture, that Tokyo alleyway blocked by invisible walls, that tantalizing Ferelden forest path leading nowhere... they haunt the player's imagination more than any scripted jump-scare ever could. Sometimes, the most compelling world is the one you almost got to explore. Makes you think about the trade-offs, huh?