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BAD MOMENTS IN GOOD GAMES?
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You know what I'm talking about. No matter how good a game is there is always one part that you just don't like but have to get through. For me it's when an rpg gets to a point where I have to get through a ghost ship, I fucken hate them. Chrono Cross, The Legend of Dragoon(Debatable good game), Tales of Vesperia, Grandia all had them.
It's not necessarily the idea of the ghost ship. But it's just how they're always so boring, long, tiresome, stupidly hard boss, and always a stall in the stories progression. I've never played a ghost ship area that I actually enjoyed.
So..what about you guys?
It's not necessarily the idea of the ghost ship. But it's just how they're always so boring, long, tiresome, stupidly hard boss, and always a stall in the stories progression. I've never played a ghost ship area that I actually enjoyed.
So..what about you guys?
The obvious one is the boss battles... I was going to say "the boss battles in Human Revolution" but then I realized that in reality it's just the boss battles. All the boss battles. (Well not "all" but most)
But take Human Revolution as an example. The game is pretty excellent in many ways and then suddenly there's the boss fights. They completely take me out of the game and I just want them to be over with, so I can continue with the awesome that is the actual game.
The exceptions would be the final boss and the DLC boss. The DLC boss more so.
Another example is Resident Evil games. 4 is a nice example for me. But it's been the same in all the Resident Evils as far as I can remember. In 4 I have loads of fun shooting heads of people, shooting through shields, kicking people. You know, the usual stuff. Then comes a QTE-filled boss battle full of lame. Some guy turns into a giant monster or some knife-wielding maniac one-shots you and it's all incredibly tedious and I just want it to be over with.
It's really the same in all the RE games (mind you I haven't played 5, but pre-4) except that in those the gameplay is generally clunky to begin with so the boss fights are incredibly annoying but in a cute way. RE4 however was... so much "better" that the shittiness that was the boss battles was emphasized more.
I'll come with more bad stuff as I come up with it.
But take Human Revolution as an example. The game is pretty excellent in many ways and then suddenly there's the boss fights. They completely take me out of the game and I just want them to be over with, so I can continue with the awesome that is the actual game.
The exceptions would be the final boss and the DLC boss. The DLC boss more so.
Another example is Resident Evil games. 4 is a nice example for me. But it's been the same in all the Resident Evils as far as I can remember. In 4 I have loads of fun shooting heads of people, shooting through shields, kicking people. You know, the usual stuff. Then comes a QTE-filled boss battle full of lame. Some guy turns into a giant monster or some knife-wielding maniac one-shots you and it's all incredibly tedious and I just want it to be over with.
It's really the same in all the RE games (mind you I haven't played 5, but pre-4) except that in those the gameplay is generally clunky to begin with so the boss fights are incredibly annoying but in a cute way. RE4 however was... so much "better" that the shittiness that was the boss battles was emphasized more.
I'll come with more bad stuff as I come up with it.
The demo for The Mark of Kri was incredible. This was back in the Ps2 days, so I'll offer a quick recap of the premise: Conan the Barbarian as animated by Don Bluth. Limbs, heads, and torsos could all go flying at the slightest provocation of your axe, sword, spear, and bow.
Fun times.
Until the second level, when the game shifts into a more stealth oriented experience. You have to kill the horn blowers first. You have to kill the guys wearing armor next, or they'll royally screw up your battle plan.
The demo teased the perfect hack and slash game, but the final product was 75% stealth. I had fun, but have to admit it was a bit of a let down. The final boss battle tried to make up for it, of course. You pretty much just carve up an army of zombies while the evil sorceror throws magic at you. And then...
The Nar Shaddaa section in KOTOR2 also qualifies. It wasn't bad, per se, but it really dragged on for a lot longer than it should have. It padded the quests out by making you go through the same exact area twice, and then (if I recall properly) threw a maze at you. It didn't bother me as much the first time through, but each new character made me hate that damn moon a little bit more.
The Save system and the mission where you have to defuse the bombs in Dead Rising. The demo for Dead Rising was great. I had just started a horror punk band, we had songs about zombies, and like a bunch of dorks we would sit around after practice some nights and play Dead Rising. Here's the catch though, even once I had the full game, we just played the demo. There were a lot of little mechanics that conspired to make the full game more of a chore than a fun experience, but the mad bomber section was the worst. No thanks.
The ending in Mass Effect 3 was agreat moment in "...I found this on the floor..." writing.
Resource gathering in Mass Effect 2
Getting pelted with werewolf torsos during pocket universe challenge rooms in Ninja Gaiden 2.
There needed to be an options in the settings for Max Payne 3 that would have let me watch the cutscenes as graphic novel panels. I want Max Payne to feel like he's in a graphic novel, not a Tony Scott film. Although, if Tony Scott were to direct a Max Payne movie starring Bryan Cranston... the brain reels!
Fun times.
Until the second level, when the game shifts into a more stealth oriented experience. You have to kill the horn blowers first. You have to kill the guys wearing armor next, or they'll royally screw up your battle plan.
The demo teased the perfect hack and slash game, but the final product was 75% stealth. I had fun, but have to admit it was a bit of a let down. The final boss battle tried to make up for it, of course. You pretty much just carve up an army of zombies while the evil sorceror throws magic at you. And then...
you finish him off in a cutscene. Rau just turned toward him and gave the battle axe the old heave-ho and nailed magic boy to the wall
The Nar Shaddaa section in KOTOR2 also qualifies. It wasn't bad, per se, but it really dragged on for a lot longer than it should have. It padded the quests out by making you go through the same exact area twice, and then (if I recall properly) threw a maze at you. It didn't bother me as much the first time through, but each new character made me hate that damn moon a little bit more.
The Save system and the mission where you have to defuse the bombs in Dead Rising. The demo for Dead Rising was great. I had just started a horror punk band, we had songs about zombies, and like a bunch of dorks we would sit around after practice some nights and play Dead Rising. Here's the catch though, even once I had the full game, we just played the demo. There were a lot of little mechanics that conspired to make the full game more of a chore than a fun experience, but the mad bomber section was the worst. No thanks.
The ending in Mass Effect 3 was a
Resource gathering in Mass Effect 2
Getting pelted with werewolf torsos during pocket universe challenge rooms in Ninja Gaiden 2.
There needed to be an options in the settings for Max Payne 3 that would have let me watch the cutscenes as graphic novel panels. I want Max Payne to feel like he's in a graphic novel, not a Tony Scott film. Although, if Tony Scott were to direct a Max Payne movie starring Bryan Cranston... the brain reels!
Same with Shinan about the boss battles, except when you fight them for god knows how long, a fucker decided to show up and kill him in one-shot via cutscene. (Seriously, what was the point of that?)
When I'm forced into a mini-game that I had no interest to play to begin with. It's like they want me to experience it at least once.
It's worse when they tempt me with unique rewards, cause then I get this huge urge to win even though I might suck at it.
Example would be Tetra Master in Final Fantasy IX. I don't like the card games.
Oh, another I know! TIME-based missions! Especially time-based boss battles.
Let's take Skyward Sword for example:
It's worse when they tempt me with unique rewards, cause then I get this huge urge to win even though I might suck at it.
Example would be Tetra Master in Final Fantasy IX. I don't like the card games.
Oh, another I know! TIME-based missions! Especially time-based boss battles.
Let's take Skyward Sword for example:
There's a reason The Imprisoned is the most hated boss in the game for me. I can handle battles... fairly well(I'm left-handed), but a time-based Game Over feels so cheap. It doesn't help the case considering that you have to fight this bastard 3 TIMES! The boss itself is annoying enough as is.
The Fade in Dragon Age: Origins. A lot of people seem to hate that portion of the game and I don't blame them. It's so dull and repetitive, and the fact that it goes on for a good 20-30 minutes is just awful.
Not a fan of repeated boss battles. Take Okami for example. The first time you fight Onigumo you're going crazy trying to figure out what to do, and when you've finally beaten the damn thing you feel such a sense of accomplishment and relief. Then later down the track you find another one... and another... And all that feeling of 'Wow, this was an awesome boss fight I'll remember for ages!" becomes "Oh, another one of these? Huh."
Last bosses from nowhere. As much as I love he Suikoden series they have a habit of pulling this. In the original, okay, it was a rune. I can deal with that since it was attached to the boss's arm and transformed him. In II it was another rune. Okay, we'd seen it before in action when it decimated a whole city. I guess I can deal with that. In III it was another rune? I can't really recall. In IV it was a tree that just popped into the story from nowhere. I think there was one mention of a tree that supplied ammo for the baddies super weapon and it turns out that that's the last boss? In V it's a rune... again...
Bosses that keep changing form. Now don't get me wrong, this can be used to great effect, but when you've got a boss battle that has over three changes and you've just used your last potion, that's getting a bit ridiculous.
X for the sake of X. Graphics for the sake of graphics, systems for the sake of systems... you know what I mean. The RM crowd falls to the same thing. When something is added to a game just so they can say that it's in there.
Freaking low level caps on games that encourage exploration and long play times. I can understand if your game is balanced in such a way that you only need ten levels to complete it and any extra content you might have stashed away, but when a long-ass game - like, oh, let's say Fallout 3 shall we? - has a low level cap I get pissed. Because I'm a side quest whore and by the time I'm done exploring a few of the outlying towns and areas I'm already halfway to the level cap.
Dragon Age II, while a great game, had an issue I hate. Dungeons that are repeated. And no, I don't mean you can go in the same dungeon, I mean the inside of x dungeon is the same as the inside of y dungeon. Dear God, but there was some lazy going on there.
Last bosses from nowhere. As much as I love he Suikoden series they have a habit of pulling this. In the original, okay, it was a rune. I can deal with that since it was attached to the boss's arm and transformed him. In II it was another rune. Okay, we'd seen it before in action when it decimated a whole city. I guess I can deal with that. In III it was another rune? I can't really recall. In IV it was a tree that just popped into the story from nowhere. I think there was one mention of a tree that supplied ammo for the baddies super weapon and it turns out that that's the last boss? In V it's a rune... again...
Bosses that keep changing form. Now don't get me wrong, this can be used to great effect, but when you've got a boss battle that has over three changes and you've just used your last potion, that's getting a bit ridiculous.
X for the sake of X. Graphics for the sake of graphics, systems for the sake of systems... you know what I mean. The RM crowd falls to the same thing. When something is added to a game just so they can say that it's in there.
Freaking low level caps on games that encourage exploration and long play times. I can understand if your game is balanced in such a way that you only need ten levels to complete it and any extra content you might have stashed away, but when a long-ass game - like, oh, let's say Fallout 3 shall we? - has a low level cap I get pissed. Because I'm a side quest whore and by the time I'm done exploring a few of the outlying towns and areas I'm already halfway to the level cap.
Dragon Age II, while a great game, had an issue I hate. Dungeons that are repeated. And no, I don't mean you can go in the same dungeon, I mean the inside of x dungeon is the same as the inside of y dungeon. Dear God, but there was some lazy going on there.
RAGE, the one part where you fight the mutant titan in the side of the building.
It's really lame and a repetitive task to kill him with a missile launcher, like really? I could have killed him normally with my regular weapons five minutes ago.
But like Shinan said, it's mostly boss battles in shooter games(for me)
It's really lame and a repetitive task to kill him with a missile launcher, like really? I could have killed him normally with my regular weapons five minutes ago.
But like Shinan said, it's mostly boss battles in shooter games(for me)
author=UPRC
The Fade in Dragon Age: Origins. A lot of people seem to hate that portion of the game and I don't blame them. It's so dull and repetitive, and the fact that it goes on for a good 20-30 minutes is just awful.
The thing that makes the Fade part suck is that it kinda just comes out of nowhere and you're dragged into it, just when it seemed like you were almost done with the tower. It wouldn't have been so bad if you were given some notice.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm gonna go with starting towns in JRPGs. Also in Zelda games.
God. If there's one thing that makes me hate "story-driven games" it's when I turn on a new game to get into some awesome horseback swordfighting or magical labyrinth exploration or demon summoning, and instead I have to spend an hour finding a baby's lost rattle and bringing home some lady's runaway cat so that I can teach some seven year olds how to use a slingshot. That might be the single worst thing in the entire universe.
The entire hour long sequence at the beginning of Twilight Princess was basically a giant intolerable tutorial, but in Link to the Past, the game starts with the call to action, and the equivalent tutorial segment is spent finding and exploring the first dungeon (which is actually about as dangerous as the starting town in Twilight Princess, but has the feeling of action). Why did they stop starting games at the beginning of the story? It seems like almost everything these days either starts an hour before the story starts, or in media res.
God. If there's one thing that makes me hate "story-driven games" it's when I turn on a new game to get into some awesome horseback swordfighting or magical labyrinth exploration or demon summoning, and instead I have to spend an hour finding a baby's lost rattle and bringing home some lady's runaway cat so that I can teach some seven year olds how to use a slingshot. That might be the single worst thing in the entire universe.
The entire hour long sequence at the beginning of Twilight Princess was basically a giant intolerable tutorial, but in Link to the Past, the game starts with the call to action, and the equivalent tutorial segment is spent finding and exploring the first dungeon (which is actually about as dangerous as the starting town in Twilight Princess, but has the feeling of action). Why did they stop starting games at the beginning of the story? It seems like almost everything these days either starts an hour before the story starts, or in media res.
author=WhiteLionauthor=UPRCThe thing that makes the Fade part suck is that it kinda just comes out of nowhere and you're dragged into it, just when it seemed like you were almost done with the tower. It wouldn't have been so bad if you were given some notice.
The Fade in Dragon Age: Origins. A lot of people seem to hate that portion of the game and I don't blame them. It's so dull and repetitive, and the fact that it goes on for a good 20-30 minutes is just awful.
Yeah, there's that too.
author=WhiteLion
The thing that makes the Fade part suck is that it kinda just comes out of nowhere and you're dragged into it, just when it seemed like you were almost done with the tower. It wouldn't have been so bad if you were given some notice.
I always used to pick Broken Circle as my first destination. I just saw it as a bunch of free exp for my party, and on subsequent re-plays came to consider it just an extension of character creation. Of course, after the mess I made of the boss fight with my first character, I always made damn a mage in the future parties would have Mana Clash ready for Uldred.
All of the deviations from the standard gameplay in RE5. Every boss fight, every rail shooter segment, every QTE, every puzzle. I'd rather be killing zombies.
author=UPRC
The Fade in Dragon Age: Origins. A lot of people seem to hate that portion of the game and I don't blame them. It's so dull and repetitive, and the fact that it goes on for a good 20-30 minutes is just awful.
PC version has a mod that makes the Fade skippable. It makes replaying the game much more enjoyable without dreading that obstacle. The mod even gives you the bonus stat points you'd get from completing it.
author=LockeZ
The entire hour long sequence at the beginning of Twilight Princess was basically a giant intolerable tutorial, but in Link to the Past, the game starts with the call to action, and the equivalent tutorial segment is spent finding and exploring the first dungeon (which is actually about as dangerous as the starting town in Twilight Princess, but has the feeling of action). Why did they stop starting games at the beginning of the story?
As controller complexity increases, the capability to attract new players decreases. They try to mitigate this with extensive tutorials, but I think they've gone way too far with the idea.
All of the Laguna segments in FF8, but especially the part where you're going through the blue mines. There's about a dozen different ways to screw yourself over in the future, and you won't even know that you've done it. Worst of all, there's the part where you can find two old keys and lose both of them. The player has no idea if losing the old keys is good or if not touching them is good because at that point in the game they both amount to the same thing: You don't get the key. No matter what, you leave that scenario thinking you did the wrong thing.
But none of the Laguna sequences matter to you, the player, when you play them. You don't have any freaking idea who Laguna is or why you should care about him and everyone just ignores these dreams and says "Well, what's the point of talking about it." even though it's really weird. Sure, it makes sense later, but at the time all you are thinking is "Who is this fucking tool and why is his battle theme so good"
But none of the Laguna sequences matter to you, the player, when you play them. You don't have any freaking idea who Laguna is or why you should care about him and everyone just ignores these dreams and says "Well, what's the point of talking about it." even though it's really weird. Sure, it makes sense later, but at the time all you are thinking is "Who is this fucking tool and why is his battle theme so good"
The ending of Devil May Cry 1. That whole thing with Trish's death was borderline SEGA acting.
Speaking of SEGA, the cutscenes in Sonic Adventure 2 ruined Sonic Adventure 2 for me.
Speaking of SEGA, the cutscenes in Sonic Adventure 2 ruined Sonic Adventure 2 for me.
@Cave_Dog - Laguna > Squall in almost every single way. Though that puzzle part was annoying I'll give you that.
Speaking of Final Fantasy VIII, that orphanage twist.. why? One of the dumbest plot twists I've ever seen, fucken ridiculous. Almost as bad as Star Ocean 3s, but that game is shit to begin with so.
The ring timer missions in the Jak sequels.. Man they were brutal sometimes.
Speaking of Final Fantasy VIII, that orphanage twist.. why? One of the dumbest plot twists I've ever seen, fucken ridiculous. Almost as bad as Star Ocean 3s, but that game is shit to begin with so.
The ring timer missions in the Jak sequels.. Man they were brutal sometimes.
An obvious one but... The Little Mermaid portion of Kingdom Hearts 2. There were probably other questionable moments the game(though I enjoyed it overall) but there was just no excuse for that. One of the worst moments in the history of gaming, for sure.
author=WhiteLion
An obvious one but... The Little Mermaid portion of Kingdom Hearts 2. There were probably other questionable moments the game(though I enjoyed it overall) but there was just no excuse for that. One of the worst moments in the history of gaming, for sure.
That was one of my favorite parts! :D
I just love swimming in that area god it is so freaking fun. Honestly, a bad moment from Kingdom Hearts 2 was the Steampunk Willie, that was horrible. When I played a few years back, it gave me horrible nightmares. X_X
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