Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Febreeze
Oct 24, 2011

I want to care, butt I dont
gently caress Minecart/Rocket barrel levels in Donkey Kong Country Returns. The rest of the game feels tough, but fair. You have 2 hearts, or 4 with Diddy, and you can make the occasional mistake without losing everything. The Rocket barrel and cart levels take away this freedom and make you play the level perfectly otherwise you lose. Everything kills you in one hit. The levels are really cool the first time through, but after 10+ deaths you don't care anymore and by the time you beat it you don't feel accomplished just relieved it's over.

And there is an entire world based around those levels.

Adbot
ADBOT LOVES YOU

Bushmaori
Mar 8, 2009

Jastiger posted:

Yes. It is a recurring and constantly updating game so if there is an update and they aren't removed it gives a whole new thing to drag the now updated game down.

Chrono Trigger

This game has been great so far, but I haven't finished it because of this ridiculous quest I have to do throughout time. Normally it wouldn't be a problem, but I have to literally stop, see the enemy get into formation, fight them, move on, etc. every time I leave the area. I really want to finish the quest but I'm at the point where it isn't the difficulty, it's the killing of enemies over and over again in a way that really slows me down. Why do I have to view them all fly onto the screen and attack me. Why can't minor trash mobs in these areas stay dead for a particular set time. UGH frustrating.

I'm a big fan of Chrono Trigger and this gets me as well. Cranking the battle and message speeds up a bit helps with the battle but not the whole HEY LOOK AT ME GET INTO POSITION part. After a while you become pretty adept at learning exactly where you can go to avoid some of them but some are inevitable.

Your Gay Uncle
Feb 16, 2012

by Fluffdaddy
The Dead Space games have a button that highlights the path to your nearest objective, which for me me just turned into a "don't follow this line to get loot" button.

Edit: Im not complaining about, I like the feature as well, I was just responding to all the people who were talking about how not going down the obvious route will almost always get you some items.
VVVVVVVVV

Your Gay Uncle has a new favorite as of 04:40 on Sep 5, 2012

Triggs
Nov 23, 2005

Tango Down!
I thought that was a brilliant addition, though, because otherwise you'd have no idea where the gently caress to go anytime you had zero gravity.

FluxFaun
Apr 7, 2010


Bushmaori posted:

I'm a big fan of Chrono Trigger and this gets me as well. Cranking the battle and message speeds up a bit helps with the battle but not the whole HEY LOOK AT ME GET INTO POSITION part. After a while you become pretty adept at learning exactly where you can go to avoid some of them but some are inevitable.

I also loving love Chrono Trigger. My main problem with it, though, is just how long it takes to learn new techs. I guess I don't grind enough, because gently caress me if I can get more than like three delta techs.

The Midniter
Jul 9, 2001

Febreeze posted:

gently caress Minecart/Rocket barrel levels in Donkey Kong Country Returns. The rest of the game feels tough, but fair. You have 2 hearts, or 4 with Diddy, and you can make the occasional mistake without losing everything. The Rocket barrel and cart levels take away this freedom and make you play the level perfectly otherwise you lose. Everything kills you in one hit. The levels are really cool the first time through, but after 10+ deaths you don't care anymore and by the time you beat it you don't feel accomplished just relieved it's over.

And there is an entire world based around those levels.

God, this sounds like Battletoads.

Decrepus
May 21, 2008

In the end, his dominion did not touch a single poster.


The Midniter posted:

God, this sounds like Battletoads.

Everyone always bitches about the Turbo Tunnel but they truly have no idea the horrors that lay beyond.

Workaday Wizard
Oct 23, 2009

by Pragmatica

Decrepus posted:

Everyone always bitches about the Turbo Tunnel but they truly have no idea the horrors that lay beyond.

I remember buying a quirky Megadrive controller that had a turbo toggle (as in a physical toggle switch that goes clickclack) just to spam Start during that stage.

Thankfully the game didn't have a pause menu or anything like that.


As for things dragging good games down, the horsemen in Binding of Isaac are the worst. Binding of Isaac is a game with random loot and has a shitload of items with actual unique differences (no hundred versions of the same sword with altered stat bullshit). What sucks is not that the horsemen they are hard bosses or anything, it's the fact that they only drop Cubes of Meat and not even the D6 can change that and that there are four of them that could replace any boss in any floor. This means less chance for other items. I literally have items that didn't get the chance to spawn yet even though I am about to 100% the game.
Why are those assholes so common? And why do they only drop Cubes of Meat? :argh:

The game is sweet though once you get a good combo of items.

NonzeroCircle
Apr 12, 2010

El Camino
Twins in RPGs. Why do developers think that introducing a pair of fraternal twins with similar outfits, one a boy pretending to be brave but is actually (GASP!) not as tough as he makes out, the other his sensible sister as a game is starting to pick up the pace is a good idea?

They are one of the most hideously irritating archetypes going, both Lost Odyssey and Infinite Undiscovery both instantly lost their appeal as these prancing little mutants appeared, and I'm currently gritting my teeth through Palom and Porom in FFIV DS. Urgh.

Calaveron
Aug 7, 2006
:negative:

NonzeroCircle posted:

Twins in RPGs. Why do developers think that introducing a pair of fraternal twins with similar outfits, one a boy pretending to be brave but is actually (GASP!) not as tough as he makes out, the other his sensible sister as a game is starting to pick up the pace is a good idea?

They are one of the most hideously irritating archetypes going, both Lost Odyssey and Infinite Undiscovery both instantly lost their appeal as these prancing little mutants appeared, and I'm currently gritting my teeth through Palom and Porom in FFIV DS. Urgh.

Mack and Cooke are actually the opposite, no? The boy is all shy and nervous and the girl is more extroverted, but neither fit either of the archetypes you mentioned.

NonzeroCircle
Apr 12, 2010

El Camino
Yeah thinking back you are right on Lost Odyssey, I just find children characters irritating in general and twins are somehow exponentially worse for me. The matching-but-not costumes and similar-but-not names bug me. I lasted one cutscene of Rico and Rucha on infinite Undiscovery (which I was enjoying til that point) before I turned off the game for good.

NonzeroCircle has a new favorite as of 21:25 on Sep 9, 2012

PalmTreeFun
Apr 25, 2010

*toot*
Dota 2 is a really fun game, but it's really hard to play well and it's team-based, so your teammates can help determine whether you win or lose.

That said, a lot of people who play the game are extremely unfriendly, and it's a relief to see someone who acts like a decent human being and doesn't rage when they lose, taunt the other team when they win, and just be huge assholes in general. Unlike something like Team Fortress 2 where people are generally friendly, or CoD where you can just leave a game and aren't forced to sit there for 20 minutes while the other team takes their time to finish an already-won game, if you leave early you get put in matchmaking with even worse people. The other thing is that I've never seen a game where people are more eager to add you to their friends list than anywhere else, then they beg you to play with them every goddamn time you start Steam and it turns out they're actually horrible people and whiny as poo poo when they're losing.

God drat I love the game but the community almost single-handedly ruins it.

vvvv I know, right? Oh wait, different game.

PalmTreeFun has a new favorite as of 21:36 on Sep 9, 2012

Landerig
Oct 27, 2008

by Fistgrrl
How about this? Massively long RPG with an ending where basically everything is reset to how it was before the adventure happened?

Essentially you did all that work, all that leveling, all that fighting for nothing.

On Terra Firma
Feb 12, 2008

Landerig posted:

How about this? Massively long RPG with an ending where basically everything is reset to how it was before the adventure happened?

Essentially you did all that work, all that leveling, all that fighting for nothing.

Super mario bros 2 made me feel the same way.

Midnight Raider
Apr 26, 2010

On Terra Firma posted:

Super mario bros 2 made me feel the same way.

I thought it was established that while Mario visited the land in his dreams, the dream world actually did exist outside his head and he saved it as his dream self.

Shane-O-Mac
May 24, 2006

Hypnopompic bees are extra scary. They turn into guns.

Landerig posted:

How about this? Massively long RPG with an ending where basically everything is reset to how it was before the adventure happened?

Essentially you did all that work, all that leveling, all that fighting for nothing.

Well it's a metaphor you see.

Landerig
Oct 27, 2008

by Fistgrrl
This is a minor complaint, but improper or overuse of pixel shaders. Pixel shaders are great for making shiny surfaces look shiny, and adding more depth to walls so they don't look as flat. However they are not needed on worn floors, concrete, areas where there is low light, and indoor walls/wallpaper.

Portal 2 recently updated on Steam, and the rock walls in Chapter 6 now look bright and glittery. Apparently it's a bug, but why even use pixel shaders on a dark rock wall?

venus de lmao
Apr 30, 2007

Call me "pixeltits"

Landerig posted:

This is a minor complaint, but improper or overuse of pixel shaders. Pixel shaders are great for making shiny surfaces look shiny, and adding more depth to walls so they don't look as flat. However they are not needed on worn floors, concrete, areas where there is low light, and indoor walls/wallpaper.

Portal 2 recently updated on Steam, and the rock walls in Chapter 6 now look bright and glittery. Apparently it's a bug, but why even use pixel shaders on a dark rock wall?

Because FANCY GRAPHICS TECHNOLOGY.

Seriously. The overuse of fancy lighting effects in general is a giant pain in the rear end. Sometimes it looks amazing (like a sunset through the palm trees on the beach in Just Cause 2) and sometimes it just looks washed out and terrible.

Inspector_666
Oct 7, 2003

benny with the good hair

Landerig posted:

This is a minor complaint, but improper or overuse of pixel shaders. Pixel shaders are great for making shiny surfaces look shiny, and adding more depth to walls so they don't look as flat. However they are not needed on worn floors, concrete, areas where there is low light, and indoor walls/wallpaper.

Portal 2 recently updated on Steam, and the rock walls in Chapter 6 now look bright and glittery. Apparently it's a bug, but why even use pixel shaders on a dark rock wall?

So many games look like everything is covered in vaseline. It's so much better than it was very recently, but yeah, it bugs the hell out of me.

pretty soft girl
Oct 1, 2004

my dead grandfather fights better than you

Bertrand Hustle posted:

Because FANCY GRAPHICS TECHNOLOGY.

Seriously. The overuse of fancy lighting effects in general is a giant pain in the rear end.

I miss the days of 16 year olds putting colored flashing lights in every square inch of their homebrew Quake and Half Life maps, modern day graphics excess just isn't as hilarious looking

e:

Inspector_71 posted:

So many games look like everything is covered in vaseline. It's so much better than it was very recently, but yeah, it bugs the hell out of me.

The early releases of this generation of consoles really suffer from this, every generation of 3D gaming looks really dated in its own way and this era will be the "everything looks like it was rubbed down with a glazed ham" era

Farbtoner
May 17, 2011

by Y Kant Ozma Post
Has there ever been a PC game that used mouse gestures well? Playing as a mage in Arx Fatalis is almost impossible because of how inconvenient it is to draw symbols to cast magic, and outside of the tutorial missions in Darwinia it was always quicker and easier to use hotkeys.

venus de lmao
Apr 30, 2007

Call me "pixeltits"

No, because mouse gestures are a stupid loving concept that hardly worked well as a browser extension, let alone a core game mechanic.

Febreeze
Oct 24, 2011

I want to care, butt I dont

Bertrand Hustle posted:

No, because mouse gestures are a stupid loving concept that hardly worked well as a browser extension, let alone a core game mechanic.

Frictional games makes excellent and interesting use of mouse gestures. Amnesia and Pneumbra are both fun to play. Pull back on the mouse to open doors and stuff. it's simple but it feels really immersive. "Yanking" doors open and shutting them when a monster is chasing you feels surprisingly natural.

oneof3steves
Oct 25, 2007

Sgulp

Bown posted:

A hundred times this. I quit in frustration because there was one jump from a pole in the Napoleon level where no matter I did what Raz would just let go of the pole instead of jumping away. This was with the PC version, but I'm left-handed so I can't do the WASD thing making the control system just a big old pain.

It's a good thing you quit before meat circus. My only issue with that game, and I still loved it and 100%ed it, is that it doesn't scale up properly -- the first 5 or 6 areas a tutorial, and then you get 4 easy levels and then Meat Circus which is appropriately challenging, but comes out of the blue.

I would love that game so much more if it had had just one easy tutorial level instead of 5, 5 or 6 at the level of napoleon/milk man/velvet painting, and then at least 3 at the meat circus difficulty.

PC controls didn't seem that bad to me, though my third time through I did use a gamepad and it was defintiely useful.

Pick
Jul 19, 2009
Nap Ghost
I just wish there were a way to skip a minor section. Just say, "You know what, Psychonauts? I'm a stupid lame baby and I can't make this jump because I suck at life and hand-eye coordination and I probably have brain damage. Please let me continue anyway because your plot is interesting."

venus de lmao
Apr 30, 2007

Call me "pixeltits"

Febreeze posted:

Frictional games makes excellent and interesting use of mouse gestures. Amnesia and Pneumbra are both fun to play. Pull back on the mouse to open doors and stuff. it's simple but it feels really immersive. "Yanking" doors open and shutting them when a monster is chasing you feels surprisingly natural.

I didn't even think of that, but you're right.

Alteisen
Jun 4, 2007

by FactsAreUseless
Been playing the new super mario game on my brother's 3DS and man, there's a number of things that drag it down.

Stages are short and piss easy for starters, the coin gimmick, I don't even know, all it does it make an easy game even easier since the game just vomits lives at you, it seems short to.

But the thing that bothers me the most is some strange sound effect added to every single song, its hard to describe it, sounds like "buwk" whenever I hear it, its in every goddamn song and it sounds horrible, it fits for certain tunes like when you're in the first stage or any outdoor section, but you get into the boo houses or castles, you got this quiet, moody song playing or this kickin rad dramatic song playing, then all a sudden "buwk", no clue why they put this in. Its especially confusing since 90% of the soundtrack are tunes from the previous NSMB games, so they told someone to go through the tunes and this insert this weird sound at different parts?

quote:

oh god, Tactics Ogre on PSP could be loving awful about this.

First "Save this NPC!" mission said NPC RUNS RIGHT AT THE ENEMY.
Thanks, rear end in a top hat, time to hope i can get rid of some of the enemies before you get there.

This is from way the gently caress back but, did any of you ever play Valkyrie Profile: Covenant of the Plume?

It was the DS VP, pretty cheap when I got it which surprised me, course once I played it I understood why, but let's just talk about the escort missions.

In every single escort mission, the person you where meant to protect was always rear end deep in enemy territory, worst of all, THEY NEVER loving MOVED, they just stayed rooted in place the entire fight, they always did poo poo for damage to the enemies around them to boot, the worst thing was that they had no concept of self-preservation, if there was an enemy near them, they would attack it, do a piddly 20 damage then lose like 80% of their health from the enemy counter-attack, or just nuke themselves.

I can't really wrap my head around that particular concept, who the hell thought that was a good idea? Have them move toward me and out of the way but nope, just gonna stay right here and attack enemies that can OHKO me. :suicide:

Alteisen has a new favorite as of 06:38 on Sep 10, 2012

Kaboom Dragoon
May 7, 2010

The greatest of feasts

On a related note, there's an area in Dragon Age: Origins where you have to defend a village from assault by the undead. If you keep everyone alive, you get a decent helmet, and if you keep one particular NPC alive, you get a ring as well.

Said NPC is a useless shopkeep who likes to charge the undead armed only with a lovely dagger, his bravado and his beergut. He usually dies before you can even tell where he is. He's the one who gives you the ring to boot, so if he dies, you lose both rewards!

It got to the point where I was about ready to shank him myself if it were possible. gently caress Lloyd.

Bushmaori
Mar 8, 2009
On the topic of crappy graphics I'm voting for bloom. The recent Syndicate was a literal migraine inducer for me and at the time, I don't know about now, there was no way to turn it down or off.

I'm also voting in general for lovely camera controls. This has been a huge issue, negatively impacting gameplay ever since the first 3rd person games came out over a decade ago. How in the hell does problem keep happening, are the people who make games that blind to it, or is it some higher up not figuring it is important? Hell if I know but christ it's a pain.

Zhaan
Aug 7, 2012

Always like this.
Drug busts and random fights in Sleeping Dogs.

There's a fair learning curve on some of the fighting, but the amount of times I accidentally turn a corner and walk into a pack of guys gets wearing. The buffs I just dropped 5000 HK on for a campaign mission get lost to three brawlers who shove me into a corner and dropkick me until I die. A couple of dropped counters can lose an entire fight. Ouch.

well why not
Feb 10, 2009




Borderlands:

- Too many quest given at a time, many with backtracking
- That introduction. My god, it's 5+ minutes and uninteresting the first time. Inexcusable for a game where you're going to want to play each character. Fixable with a simple mod, but I don't know how that made it past QA.
- Cl4PTR4P. He doesn't bother me as much as some people, but he's still kinda annoying.
- Difficulty curve that looks like a staircase.

Thoughtless
Feb 1, 2007


Doesn't think, just types.

Kaboom Dragoon posted:

On a related note, there's an area in Dragon Age: Origins where you have to defend a village from assault by the undead. If you keep everyone alive, you get a decent helmet, and if you keep one particular NPC alive, you get a ring as well.

Said NPC is a useless shopkeep who likes to charge the undead armed only with a lovely dagger, his bravado and his beergut. He usually dies before you can even tell where he is. He's the one who gives you the ring to boot, so if he dies, you lose both rewards!

It got to the point where I was about ready to shank him myself if it were possible. gently caress Lloyd.

If you go to this village as your first story quest, you'll be tearing your hair out. It's incredibly hard and I'm convinced keeping everyone alive is just flat out impossible unless you're high level, which I feel they could've warned me about. You know, like "I hear the creatures there are very strong, perhaps we should seek other allies first". Every other part of the game is a cakewalk at any level.

WastedJoker
Oct 29, 2011

Fiery the angels fell. Deep thunder rolled around their shoulders... burning with the fires of Orc.

well why not posted:

Borderlands:

- Too many quest given at a time, many with backtracking
- That introduction. My god, it's 5+ minutes and uninteresting the first time. Inexcusable for a game where you're going to want to play each character. Fixable with a simple mod, but I don't know how that made it past QA.
- Cl4PTR4P. He doesn't bother me as much as some people, but he's still kinda annoying.
- Difficulty curve that looks like a staircase.

All of that pales into insignificance when you consider you have to kill the same nest of hogpigratthings every time you move 25yrds past it and return.

WastedJoker
Oct 29, 2011

Fiery the angels fell. Deep thunder rolled around their shoulders... burning with the fires of Orc.
I haven't read the whole thread so I assume Far Cry/Halo/Crysis have all been mentioned for the terrible introduction of a swarm/monster laterl-level enemy which ruins all the work on good human/humanoid AI previously?

well why not
Feb 10, 2009




Yep. Quite a bit actually. Crysis 2 (and soon 3) is the worst offender, because this is the fourth and fifth consecutive times they've added non-human enemies. Crysis 1 even had dudes in nanosuits as a compromise, but they show up maybe twice.

Crysis 2 kind of bugged me how different the aliens were. They were no longer blue, tentacles ice-spiiter, but now red, humanoid bullet shooters. It sounds minor, but that's literally all the enemies were. The game had nil to do with Crysis 1/Warhead apart from the nanosuit and some loose plot points.

I wish that Crysis 2 was just North Korea invading NYC because they're jerks in the Crysis universe.


On borderlands; I thought the respawning Skags near the first town were OK, because once you're adequately OP (quick process) you basically kill them with a mean look.

Farbtoner
May 17, 2011

by Y Kant Ozma Post

Febreeze posted:

Frictional games makes excellent and interesting use of mouse gestures. Amnesia and Pneumbra are both fun to play. Pull back on the mouse to open doors and stuff. it's simple but it feels really immersive. "Yanking" doors open and shutting them when a monster is chasing you feels surprisingly natural.

That was pretty fun and intuitive, but I think a lot of that is because you were directly interacting with things and it wasn't as abstract as drawing a bunch of shapes in the air or doing vague gestures to approximate movement.

Thinking on it more, the first Gothic was pretty guilty of this as well; instead of just opening a treasure chest, for example, you had to hold down the interact button and then slide your mouse forward to pantomime pushing the lid open, which the sequel fixed with a more traditional control scheme. Aquaria did this too, Zelda making you play songs made sense because on a console you only had so many buttons and it let you cram in a lot more functionality, but on PC there's really no excuse to force someone to play a song for something as essential and frequently-used as changing forms*.

*Yes, they did include hotkeys for this but they are never mentioned in-game.

Pocket Billiards
Aug 29, 2007
.

Thoughtless posted:

If you go to this village as your first story quest, you'll be tearing your hair out. It's incredibly hard and I'm convinced keeping everyone alive is just flat out impossible unless you're high level, which I feel they could've warned me about. You know, like "I hear the creatures there are very strong, perhaps we should seek other allies first". Every other part of the game is a cakewalk at any level.

This was my experience too. Made me feel like I was playing an RPG for the first time ever.

Brain In A Jar
Apr 21, 2008

I've been playing Max Payne 3 and I can't help but feel that it started its life as a completely different game before Rockstar took it and stapled the Max Payne license to it.

The writing is bizarre and poorly paced, and even Max's quips and faux-noir dialogue sound really flat and stilted, like the work of an artist who's been strapped to a chair and forced to recreate their masterpiece at gunpoint.

Also, I'm only about midway through the second chapter, but there's levels that seem jammed in as 'homages', but they just seem like piss-weak recycling of cool ideas in the name of fan recognition. It's like the devs went 'hey, remember that part in Max Payne where you ran through a burning building? Yeah that was cool, let's put it in again.' Same with the stadium sniping section, which is basically a massive rehash of the Max/Mona split level in 2.

Basically, I'm just at a complete and utter loss as to why they didn't just hire Sam Lake to write it, because at the moment it's just a loving mess.

pretty soft girl
Oct 1, 2004

my dead grandfather fights better than you

Brain In A Jar posted:

I've been playing Max Payne 3 and I can't help but feel that it started its life as a completely different game before Rockstar took it and stapled the Max Payne license to it.

The writing is bizarre and poorly paced, and even Max's quips and faux-noir dialogue sound really flat and stilted, like the work of an artist who's been strapped to a chair and forced to recreate their masterpiece at gunpoint.

Also, I'm only about midway through the second chapter, but there's levels that seem jammed in as 'homages', but they just seem like piss-weak recycling of cool ideas in the name of fan recognition. It's like the devs went 'hey, remember that part in Max Payne where you ran through a burning building? Yeah that was cool, let's put it in again.' Same with the stadium sniping section, which is basically a massive rehash of the Max/Mona split level in 2.

Basically, I'm just at a complete and utter loss as to why they didn't just hire Sam Lake to write it, because at the moment it's just a loving mess.

I played the first one again last night, and I have to agree. I remember playing mp3 for the first time and feeling like the writers thought they were writing dialog for John McClane instead of Max Payne. It doesn't help that rock star employs writers who are mediocre at best but think they're really god drat clever.
At least the flashback scenes in 3 felt more true to the series.

On top of that, rockstar couldn't have done a worse job with the multiplayer in that game. I was hoping for something that would rekindle the feeling of playing The Specialists for Half Life, instead I got a buggy, laggy mess that handled stiffly and was filled with nothing but sniper rifles. When the original Max Payne came out people were dying to play a multiplayer version of it, and Rockstar seriously dropped the ball on bringing it to life. They had some great ideas but the actual mechanics were terrible and even being able to connect to games was a chore.

Adbot
ADBOT LOVES YOU

Dickweasel Alpha
Feb 8, 2011

Mod Secrets #614 - Experto Crede is the one who bought most of those frog avatars
Everyone knows the first quest you should take in DA:O is getting Shale :smug:

The defense one did suck though :( I didn't even know the shop keep gave you things and I don't remember getting anything special, but it was probably because the loot reward was just under whatever you would actually use after you've leveled up enough to approach it. DA:O was terrible about that.

  • Locked thread