Not single-player, but snipperclips is good, relaxed puzzle fun.
Goals are visual and easy to understand, each player controls a shape and they can cut each other to try and fit a predefined "hole" together. There are some physics puzzles based on cutting your shape in clever ways too.
Mistakes have no consequence and often lead to funny interactions. You can't really lose, you just reset your shape and try again.
It is. Nouveau and neuf are mostly synonyms. You'd get a bit more "neuf" for the state of an item (like "brand new" vs used) and nouveau is used for both a new hat you got or more abstract stuff (like New Year).
Neuf is in quite a few place names, like Chateauneuf or Villeneuve.
I don't know any game called starquest 5, do you mean Space Quest 5?
If so, yes, OP play this and also Space Quest 6 after it. They're quite funny and accessible as far as Sierra point and click go.
Older Space Quests are... rough. The kind that punishes you in late game for missing the smallest item at the beginning and forces you to save all the time because everything kills you (sometimes in funny ways).
5 and 6 still kill you a lot, but not nearly as much and they let you rewind before the stupid move. Much more enjoyable IMO. Narration in those games is hilarious.
Most of my 80s/90s gaming was console games, but here's a bunch of computer games that I liked back then :
Lemmings 1 and 2 (the tribes). You can try 3 if you're curious, it's kind of its own thing, different scale and some think it's kind of not the same game anymore. 3D is interesting, but not easy on the eyes.
Lands of Lore. Very good real time maze dungeon-crawler with many obscure secrets, and full voice acting (that blew my mind back then. And there's Patrick Stewart in the cast).
Lands of Lore 2 is a very ambitious sequel in 3D, with FMV incorporated directly into the 3D world. It's quite hard and weird, very creepy at times, moreso if you're the kind who stray off the path.
Creatures. Life simulation with a bunch of furry things you can make hatch and take care of. You teach them to speak, make them breed, watch them interact with the world, reinforce their behaviour with friendly scratches or slaps, and hopefully make them smarter (or miserable, it's your choice). The game simulates their neural system, internal chemistry, immune system, DNA, it's kind of crazy. Requires typing to speak. 3 is the most complete version but requires a bit of tinkering for it to work.
Once I was watching my sister try Sonic Adventure for the first time (got it on Steam from a bundle). I had never played Adventure myself but I knew the Megadrive/Genesis Sonics a bit, more than she did in any case.
She's just messing around, finds a small pool (more like blue transparent rectangle) and jumps in, laughing about the complete lack of physics or any watery effect.
Then "wait, what the fuck is that loud music, why is it playing now?"... And I'm like "Yeah, that's the sound of you drowning." "Oh."
I agree, what made WW really work to me was the animation. Also the expressiveness of characters, because in comparison N64 Link basically knew a total of two expressions, and they were dull grumpiness and angry grumpiness.
I don't like what they've done to the Wii U remake though. I don't understand why every colour needed to be balanced toward radioactive hell.
Also unrelated to visuals but the loss of the Tingle Tuner was a shame, that thing was genius. Had so much fun with my siblings with it. I'm sure they could have emulated it with 3DS if they cared, after all 3DS/Wii U connection was a thing for smash for example.
One of the first VR games I played was No Man's Sky, on base PS4. Very low res and frame rate, teleport movement possible on foot but obviously not while flying spaceships. And I may have tried spinning a bit (that's a good trick).
Got very sick, very fast.
Nowadays I'm mostly fine playing continuous movement, even relatively fast-paced one. Tunnel effect helps, when it's available.
The only problems are on badly designed games (like those with forced, unpredictable "cinematic" camera movement, don't do that in VR for fuck's sake).
I play a lot of rhythm games, and I do play a lot of Beat Saber specifically now. Ragnarock and Pistol Whip (well this one is rhythm-adjacent) are two other VR music games I enjoy.
But I've never had a worse case of sore arms than back when I played Donkey Konga on the gamecube for the first time. I was hooked and played for hours. I didn't notice anything while playing, but my arms were killing me for the whole night after that .
It's somewhat useful, but it's not my favourite way to overcome obstacles because swimming is very slow and kinda janky.
The thing is, in theory, you've got several echoes and strategies that would let you cross a ravine or climb up a cliff. For example there's several floating monsters that can carry you, one that you can grab as it climbs walls, and those flying tiles from aLttP that you can ride (that one's kinda cool. I wanted more like that).
Water cube is just the one that works in almost all situations. And a big problem in this game is that it's a pain to switch echoes all the time, so water cube is one of the few you'll have in speed dial most of the time.
My main problem with this game is how it has maybe six or so useful things you'll be spamming most of the time for convenience.
I was on board with the concept, but they didn't carry it far enough. There were simply not enough situations requiring clever use of items, and most items/monsters felt useless compared to a few that just worked better in most situations.
Breath of the Wild and Tears of the Kingdom did a really good job of creating open-ended problems and letting you experiment with all the tools you got. I think Echoes of Wisdom should have focussed more on that.
The fact you can at any moment trigger a time-limited Link mode which is basically standard LoZ combat and makes the game ridiculously easy is a sign they did not believe in their concept enough. If your main gameplay loop becomes so tedious you implement shortcuts to avoid it, you've done something wrong.
Note on Donkey Kong game boy, it starts with the 4 arcade levels then adds about a hundred more levels taking advantage of new moves and turning into more of a platform/puzzle kind of game.
This is really the starting point of what became Mario Vs Donkey Kong (which is another good GBA game to recommend, actually).
Not single-player, but snipperclips is good, relaxed puzzle fun.
Goals are visual and easy to understand, each player controls a shape and they can cut each other to try and fit a predefined "hole" together. There are some physics puzzles based on cutting your shape in clever ways too.
Mistakes have no consequence and often lead to funny interactions. You can't really lose, you just reset your shape and try again.