Video Game Cliches

Post » Fri May 04, 2012 8:51 am

"Cutscene incompetence"? :lmao: Perfect.

Mass Effect 3 has it bad, it's as if the character the player controls and the one in cutscenes are completely different persons. One kick ass in every direction, the other insist on using the toy pistol that appears out of nowhere and fails at pretty much every attempt in bringing the villains down. Especially the space ninja :hehe:
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Taylor Thompson
 
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Post » Fri May 04, 2012 3:48 am

US army vs Russia.
http://www.youtube.com/watch?v=eE_msAKWdOs&t=2m24s
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Sarah Bishop
 
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Post » Fri May 04, 2012 4:05 am

Women in shorts, bikini and short skirts with gogo dancing leg warmers and oversized boobs.
You may be the first one to ever complain about this :stare: I totally love those clichees!
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Melly Angelic
 
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Post » Fri May 04, 2012 12:52 am

Boss fights. Sometimes they work, sometimes they don't. The end boss kinda messed up the ending to Bioshock, I feel the game could've been better without it. And the boss fights throughout Deus Ex Human Revolution were terrible, same for Alpha Protocol.

In System Shock 2 it was even fairly easy to end up in a situation where it was impossible to win the final boss fight, because there isn't a single ammo vending machine in the last two levels of the game AFAIK. And she's immune to one of the melee weapons.
I'm pretty tired of most boss fights myself. Largely because it's such a predictable format now. "walk around, do stuff, oh look here comes the boss fight." Repeat.
I'd rather have a steadily increasing difficulty of fighting, with act end or important plot fights being difficult for some other reason besides "they have 600,000 hit points when every other enemy had 3,000" and/or you're locked in a room/arena with them and they have some kind of instant death attack.

I'm still not entirely sure what could replace them, tho. It would just be more interesting if I felt like there was more strategy involved than running over and trying to beat/shoot/spell a single foe to death while strafing in circles with maybe occasionally ducking for cover a couple times.
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Louise Lowe
 
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Post » Thu May 03, 2012 9:55 pm

The zombies. I'm tired of them.

One simply does not tire over Zombies.

Plenty of games out there without zombies, but I love me some Zombies. And Aliens. Waiting for a good mix of the two...
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Chris Johnston
 
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Post » Thu May 03, 2012 6:35 pm

Health was a cliche. Now 'hide and magically recover' is a cliche. Don't get me wrong, I prefer that over having to find health packs all the time...but everyone does it.
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Natasha Biss
 
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Post » Fri May 04, 2012 1:24 am

Breathe for 2 seconds and heal your 4 long-rifle ammo wounds... as many times as you want, for the rest of infinity.
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Dalley hussain
 
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Post » Fri May 04, 2012 12:09 am

Health was a cliche. Now 'hide and magically recover' is a cliche. Don't get me wrong, I prefer that over having to find health packs all the time...but everyone does it.

They are both well established tropes in game design by now. What people probably prefer about non-recharhing health is that it generally yielded more interesting and thoughtful level design.
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Rebecca Dosch
 
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Post » Fri May 04, 2012 12:09 am

I'm pretty tired of most boss fights myself. Largely because it's such a predictable format now. "walk around, do stuff, oh look here comes the boss fight." Repeat.
I'd rather have a steadily increasing difficulty of fighting, with act end or important plot fights being difficult for some other reason besides "they have 600,000 hit points when every other enemy had 3,000" and/or you're locked in a room/arena with them and they have some kind of instant death attack.

I'm still not entirely sure what could replace them, tho. It would just be more interesting if I felt like there was more strategy involved than running over and trying to beat/shoot/spell a single foe to death while strafing in circles with maybe occasionally ducking for cover a couple times.

I guess it could be replaced with disarming an explosive or ancient cursed thingy. If the puzzle design of American designers wasn't idiotic. I've never been stumped by a puzzle in an American game.
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Gill Mackin
 
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Post » Fri May 04, 2012 8:36 am

They are both well established tropes in game design by now. What people probably prefer about non-recharhing health is that it generally yielded more interesting and thoughtful level design.

And required you to pay attention to what you're doing. Back in my day you had to avoid getting hit to preserve the few healing items you could find :stare:

Still, i think Mass Effect 3's health system is a quite good compromise between the two.
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Kristina Campbell
 
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Post » Fri May 04, 2012 7:09 am

Missions or games that use timers in place of an actual difficulty scheme. Anyone who has ever tried the Gunrunning mission on Mafia ll will understand my point.
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Ernesto Salinas
 
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Post » Thu May 03, 2012 7:05 pm

Missions with an instant fail condition are pretty terrible. Especially if it's a stealth mission where the fail condition is 'being detected'.

I don't know if anyone has ever played a FPS called Chrome (from Techland, who later made Dead Island), but that game has a terrible forced stealth level in which the mission fails when you are detected. And the stealth in that game does not work well. It doesn't give any indication of when you are detected (unless there's someone really close already firing at you), and worst of all instead of failing the mission instantly it fails the mission about 10 seconds after you've been detected. So you think you're safe and suddenly you get the message.
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maria Dwyer
 
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Post » Thu May 03, 2012 6:37 pm

Missions with an instant fail condition are pretty terrible. Especially if it's a stealth mission where the fail condition is 'being detected'.

I don't know if anyone has ever played a FPS called Chrome (from Techland, who later made Dead Island), but that game has a terrible forced stealth level in which the mission fails when you are detected. And the stealth in that game does not work well. It doesn't give any indication of when you are detected (unless there's someone really close already firing at you), and worst of all instead of failing the mission instantly it fails the mission about 10 seconds after you've been detected. So you think you're safe and suddenly you get the message.
To kind of piggy back on this, I played Splinter Cell Double Agent PS2 version and LOVED IT, then, when I got a PS3, like 90% of the missions were pretty much 'sneak across an empty football field lit by spotlights' in terms of darkness. It completely ruined the game for me. I don't own the 360 so I can't say anything about the one that came after DA, but I heard it's even worse than DA.
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Annika Marziniak
 
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Post » Thu May 03, 2012 9:08 pm

Missions or games that use timers in place of an actual difficulty scheme. Anyone who has ever tried the Gunrunning mission on Mafia ll will understand my point.
This... aaargh ... it was one of the first times i went into rage quit mode.. Hate those things..

edit:
In the same vain: The chopper mission in GTA4: TBOGT... Difficult to control vehicle with time restraints..
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Adam Porter
 
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