Trailing missions with characters that go faster than walking speed but slower than running speed make me want to smear myself with peanut butter and jump off a roof.
Modern Tetris games with a tetramino piece that touches the bottom of the grid and you're still able to change his position for a brief moment. It breaks up the pace of the game while also potentially screwing up the layout I had in mind.
the_shpydar wrote:
As @ogo79 said, the SNS-RZ-USA is a prime giveaway that it's not a legit retail cart.
And yes, he is (usually) always right, and he is (almost) the sexiest gamer out there (not counting me) ;)
Checkpoints too far removed from bosses. And bosses without unskippable cutscenes or dialogue you've already watched dozens of times because you keep dying at said boss.
@ReaderRagfish Don't worry. I was just seeing if someone was going to mention Star Wars Battlefront I & II but my interest in a conversation about that has peaked a bit ago. Sorry if it bugged you.
I hate fetch quests etc in open world games that get marked with a dot on the map. I would rather no dot and have the NPC give me directions eg turn left at the church, go up a dirt track and turn right at the swamp. This kind of thing really breaks immersion imo.
they say that life’s a carousel, spinning fast you’ve got to ride it well. The world is full of kings and queens who blind your eyes and steal your dreams. It’s heaven and hell.
@ReaderRagfish
yeah thats pretty stupid lol.
i have to take out my ps1 memory card to use my ps2 one lol.
all for the one physical ps2 game i have which is castlevania curse of darkness.
i should open that soon as its sealed
the_shpydar wrote:
As @ogo79 said, the SNS-RZ-USA is a prime giveaway that it's not a legit retail cart.
And yes, he is (usually) always right, and he is (almost) the sexiest gamer out there (not counting me) ;)
Games that use a retro aesthetic as its main source of appeal. I don't hate the style but I don't like how developers use it to cop out of making a original visual signature, have an excuse for bad/simple presentation, or to capitalize on 8-bit/16-bit nostalgia, often as bait to sell an average game.
@ReaderRagfish That reminds me of an annoying occurrence in Super Smash Bros. For Wii U.
If you are using a Wii remote as first player and you accidentally activate a input on the Gamepad, the Gamepad will automatically become the first player. To fix it, you have back out and enter the desired mode using the Wii Remote and it is deeply tedious.
I've been playing the relatively obscure puzzle-platformer lite Membrane on Switch and while it is fun in that it has that sort B.O.T.W. approach where there isn't just one solution to every challenge, the controls could use some work.
More specifically, I am referring to the sensitivity to controlling your aim. It is far too high and there is no option to adjust it. It really makes solving challenges a pain at times when I have an idea that requires a precise aim to hit a specific spot in the level.
In moments like that, I usually end up wiggling my analog stick back and forth for like 3 minutes until I get it to target the spot I need or at least a spot close enough to it.
I wish this would get addressed in an update which I doubt would ever happen.
The difficulty of re-watching tutorials in Xenoblade 2 is utterly asinine. I'm trying to get back into the game after getting burned out by the merc missions, and I'm kind of lost.
Like I get that the game was rushed, but they deliberately created a mechanic where you use in game money to buy short summarized tutorials, why not just make tutorials accessible in the event theater?
Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F
I know this is a common complaint amongst many and it might be more than a small nitpick, but I don’t like entering an new area and having a million different sidequest available. I would prefer if a new area gave you a limited number you can go on, each with their own quest line and benefits. Meaning if you follow one questline that gives you more strength for instance, the others will be voided because you ran out of time or something like that.
I actually like how Fire Emblem:Three Houses and Persona 5 do that, because it presents the player with a choice instead of just giving them s checklist of all the things they “need” to do. It’s a more interesting gameplay mechanic.
Of course there are games like The Witcher 3 that have great sidequest, and justify the effort it takes by offering good character interactions and a narrative. But too many games are full of pointless filler in the attempt to make it more “open world”. So an interesting mechanic would just be to limit the busy work.
Fast travel in open-world games. That annoys the hell out of me. Completely breaks the immersion. It shouldn't be that hard to invent a solution in most cases. Like if it's a modern setting, just have a train that goes really fast across the world. Or an airship in fantasy games.
@Dezzy I know what you mean there mate. Fast travel without even an explanation as to how they are doing it always annoys me. It wasn't perfect but i always liked the way darksiders handled fast travel. The worm holes had little things you could find but also meant you could get around without having to trawl through the entire game again.
JoeM103
Switch Friend Code: SW-3487-3999-7859 | My Nintendo: Meadie
Characters incessantly babbling to themselves as you play the game.
Games tearing control away from you whenever an important NPC wants to talk to you. Tell you what, game, if I want to talk to Hau, I'll run up and talk to him. Unless there's some crucial game mechanic I can't live without, then let me do my thing.
Non-interactive environments in games. Naughty Dog's games might have a ton of detail in them visually, but try to interact with anything that's not an enemy or a piece of loot and suddenly the sense of immersion breaks and you realize you're being guided through a game world you're not allowed to touch, like some sort of narrative museum.
Complex combinations of inputs for attacks in games that aren't 2D fighters.
Games inadequately explaining all of their stats and mechanics in-game. I don't want to have to go online to understand how to play a game properly.
3D, exploration-heavy games without maps or maps that are easily accessible.
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