Whenever I hear someone talking about the great old days of games, back when the designers would just chuck you right into the middle of it all ("Getting stuck on a puzzle?" I once heard Tim Schafer say, "We used to call that content"), I think of one game that did just this, and very literally. About a third of the way into Tomb Raider 2, Lara Croft goes for a short ride on a submarine. The ride is short because the submarine crashes or explodes or something wretched and annoying like that. Anyway, the cutscene ends ambiguously and then the next level begins and...well, total darkness. Or just about. You're floating at the bottom of the ocean surrounded by shadows and water and not much else. There is, initially at least, very little suggestion of where to go. My sense, upon first encountering this level, was that the game had broken itself in a very unusual way: it had broken itself in that the setting had survived but the game had somehow run out of narrative to fill it with. It was like the designers had downed tools and backed away.
Sometimes subtitles help you hear characters talk because the audio mix is all over the place, or you have to turn the telly down because you don't want to wake the kids. And sometimes subtitles help you understand a video game's truth. It was the latter for me, while playing Shadow of the Tomb Raider.