Open-world games have changed considerably with advances in technology. Some earlier titles were ambitious for their time, but their mechanics and worlds can feel limited when revisited today. Five examples illustrate why these games may be difficult to enjoy by modern standards, despite their lasting appeal.
The Simpsons: Hit & Run, released in 2003, brought players to a cartoon version of Springfield in a game often seen as the franchise’s take on Grand Theft Auto. Its small city, limited pedestrian interactions and driving-focused play can make exploration feel sparse. Repeated timed tasks, races and vehicle-following missions also become less engaging, while unresponsive driving controls can lead to frustrating retries.
Prototype, released in 2009, built its appeal around Alex Mercer’s extraordinary abilities. Players could sprint across buildings, leap between rooftops and unleash destruction across the city. But the open world offers little beyond combat and traversal, with side missions that repeat similar tasks. The story also gives limited attention to the world beyond the virus, leaving fewer reasons to keep playing once the power fantasy loses its novelty.
True Crime: Streets of LA tried to combine a large recreation of Los Angeles with branching missions, martial arts, gunplay, driving, carjacking and a morality system. The game’s many systems often feel underdeveloped, and its missions reuse objectives. Its branching storyline remains a strength, while its oversized city and ambition retain some charm, but the broad mix of mechanics can make the experience feel dated.
Far Cry 2, released in 2008, made survival and realism central to its open-world shooter design. Weapons could malfunction, vehicles could break down, and players had to manage malaria with medication. Obtaining more medicine could require side activities, and running out during a main mission could leave players with few options. Long journeys across the same areas of the savanna add to the realism, but can also become tedious; sudden malaria attacks can interrupt other activities.
L.A. Noire used MotionScan facial capture as part of its interrogation gameplay, asking players to read suspects’ expressions. The technology was notable at release, but its facial animations can look uncanny today, particularly when performances appear exaggerated. The game’s strongest element is its detective story, while its open world offers limited incentive to explore: players are largely guided from one destination to another. Its detailed Los Angeles setting is impressive, but the experience could have benefited from putting more emphasis on the story and its investigations.
Sources: Comic Book Resources.