Sections that ruin good games for you ?

Post » Sun May 13, 2012 11:00 am


--timers. I don't care what it is, I hate timed/countdown events. 99.9% of the time a cheap, lazy, and boring (or rage-inducing) difficulty "stunt."

This. I also hate "par" times for levels in older games. It's like they don't want you to explore the level.
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Killer McCracken
 
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Post » Sun May 13, 2012 10:57 am

http://en.wikipedia.org/wiki/QTE, they are stupid and should not really exist in games. They can be ok at best during the gameplay sometimes (like in the battles in the Yakuza series), but usually they are just very annoying.

Cutscenes, when I play a game, I want to play a game. I don't want to watch a movie, in that cause I would have bought a movie.

Wimpy, complaining and especially idiotic main characters, over the past decade the amounts of JRPGs with spoiled idiots as the main character gotten annoyingly large. How experienced generals and royalties decide to follow and trust an emo teen to save the world is beyond me.

Games that starts in a dungeon. Let me explore a bit and learn about the game world before forcing me thru a dungeon, not to mention that said dungeon will bore me to death the Xth time I start the game.

Games that try to be something they are not, like shooters having annoying driving sections or physics puzzles. If I want to play a puzzle game, I'll play Tetris, not a shooter. There isn't one shooter that have a driving section or a puzzle section that isn't lame. Well, the driving in NOLF is okish, but still way below the rest of the game.

Stupid AI, especially when you have a "must keep NPC alive" mission, and the first thing they do is to happily run towards the nearest enemy, and their death.

http://en.wikipedia.org/wiki/Random_encounter in games, especially JRPGs. Chrono Trigger showed us back in 1995 it was an outdated game mechanic, and yet it still exists today.

Linear level design. Not really a bad thing per se, but when you expect something else they are fatal. For example, Duke Nukem 3D had fairly explorable shooter levels for it's time, Duke Nukem Forever do not and is very much just a linear rail. Worst is it when death occur if you're outside the rail, like jumping puzzles or whatever, some games have way too many of these sections.

Games that are frustratingly hard. I don't really blame designers much for this though, it must be a hell to do well, to balance it just right between boringly easy and frustratingly hard. But I usually rather play games that are a bit too easy than too hard, even if there are exceptions depending on the game type.
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adam holden
 
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Post » Sun May 13, 2012 8:05 pm

Seconded. It just took a little practice to learn the helicopters. Once you get used to the controls, the helicopters fly like a dream.

Never could get the hang of flying in GTA IV. Which is a shame because in both of the Mercenaries games i was all about DEATH FROM ABOVE (with a Hind) :cool:

Well i gave up GTA IV after the 15th time i had to take the people out. The old GTA's were all about crimes and drive by's, GTA IV attempted to be some sort of "crime Sims" :shakehead:
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Jessica Thomson
 
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Post » Sun May 13, 2012 6:24 pm

I didn't think Star Wars: The Force Unleashed was that great to begin with, but the sequence with pulling Star Destroyer down from the sky was terrible. I don't understand how you can implement an idea that's so spectacular in such a frustrating and anti climactic way.
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Love iz not
 
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Post » Sun May 13, 2012 8:34 am

On the timers, damnation yes. Yet to find one that did not tic this goat.
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Jenna Fields
 
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Post » Sun May 13, 2012 3:49 pm

Post limit.
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pinar
 
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