ET on Atari. Where am I supposed to go? How do I win? Why does his neck get longer when I push the button? Seriously.
ET on Atari. Where am I supposed to go? How do I win? Why does his neck get longer when I push the button? Seriously.
...
Storyline-wise, it's gotta be Umineko. It's complicated and may seem incomprehensible at times, but underneath the superficial confusion lies a really, really well constructed and layered story with superb integrity and consistency. And it's not handed to you, you have to put in the effort to understand it yourself. But once you have the full picture it's simply beautiful.
Gameplay-wise I might have to go with Dark Chronicle, not necessarily because any individual aspects are complicated, but more because at some point I suddenly felt like I had a million things to do and nothing to start with.
Oh yeah, story-wise, Pillars of Eternity is pretty complicated
For me it is X3, either the Terran Conflict or Albion Prelude.
I think I've played it for about 100 hours, and it felt like I was just getting into the midgame parts.
I quit and haven't played it since to save my sanity.
And reading this thread makes me want to play Vagrant Story...
Aurora, without a doubt.
http://aurorawiki.pentarch.org/index...ndex_of_Topics
This is what it looks like, when there are any graphics at all: http://aurorawiki.pentarch.org/image...System_map.PNG
This is what a ship looks like: http://aurorawiki.pentarch.org/image...ass_Design.png
Want to build a ship in Aurora?
Well first you need to research the principles underlying your intended components - engine tech, for example. Then you design the component. Then you research the component. Then you design the ship. Then you tool a shipyard of appropriate size for building the ship. Then you build the ship. Then you have to keep the ship supplied, fueled, and maintained - most given ships will spend a third of their life in dock undergoing maintenance, and that's assuming they don't sustain battle damage.
Also you don't just research "Missile tech" or something, oh no. Want to fire a missile, here's what you need;
- A Missile Engine, which itself requires
- Engine Technology, which is in turn dependent on
- Reactor Technology
- Missile Agility Technology
- Missile Explosive Type
- The actual missile design
- Missile Launcher Reload Rate
- A missile launcher component
- Missile Magazine Feed System Efficiency
- Magazine Ejection Chance
- A missile magazine component
- An active sensor component, which requires
- Active Sensor Strength
- EM Sensor Strength
- A missile fire control component (which also requires the above two techs)
That's the mandatory stuff, of course, nothing there about say Reduced Size Missile Launchers or ECCM for your sensors. You'll also want (but don't strictly need) passive sensors so you can see the enemy ships and know when to turn on your actives, as actives light you up like a Christmas tree and make you pretty vulnerable.
That's all saying nothing of the various other components your ship needs or wants. Shielding, engines, jump drives, stealth functionality, armor, crew areas, repair units, etc. etc. etc.
Aurora is a Good Game.
Dwarf Fortress was the first one to spring to mind, Civ IV with all the expansions can be complicated to some degree as well.
FFXIV is up there, too.
Getting a custom mudpack with 100+ mods to work in Minecraft is a complex task, too.
EDIT: Oh, and Football Manager can be sort of complicated. xD
Bow before the mighty Javoo!
Yeah FFXIV.
To play efficiently, Tekken.
Str8 Pimpin'
I have no idea how to play Aerobiz for SNES.