Xenoblade X has one of the worst tutorials in gaming. It doesn't tell you anything. I think I managed to get to the 40 hour point without understanding any of the finer details of the battle system. Which kinda highlights a flaw in the combat system, if I can hit moves with virtually zero strategy outside of the very basic topple system and still brute force my way through. I've played the game for 120 hours+ and I still couldn't explain what half of the skell stats mean.
@Wargoose That's interesting to hear. TBH I was basing my statement on XBC1 and 2 - both of which I've finished. I've only played about 2 hours or so of XBCX so can't possibly comment.
I had a similar problem with Xenoblade 1 actually. I really liked the game at first but as I got further in I found that I just didn't understand the game mechanics well enough to use any complex strategies, which made easy battles dull and difficult battles near-impossible (I gave up when I got stuck on a boss some 80 hours in). I was only about 14 or 15 at the time so maybe I'd understand it better if I played it today. Not sure I can muster up enough enthusiasm to do that though.
@TheLightSpirit I think everything they've added to the battle system on top of the break topple launch mechanic feels needlessly complex. I don't think any of it is explained particularly well in game. FFVII Remake uses a similar battle system to Xenoblade, but they keep it simple and make it easy for you to see what the enemies are doing. With Xenoblade I have so much trouble identifying simple things like enemy weaknesses.
Any of you who dislike excessive hand-holding, I suggest Toki Tori 2+. Takes two or three mechanics, gives them to you right from the start, then builds those into an incredibly clever and demanding puzzle adventure. Old-school game design.
As for gaming pet peeves, I don’t like content being locked behind New Game+. Time is finite, backlogs are huge - don’t make us play a 40hr game twice simply to get the full story. (Might let Nier Automata off - but I haven’t actually played it.)
As far as I can tell though, for the Crash and Spyro trilogies you can just download the additional games as updates even if it's pre-owned.
Crash includes the complete trilogy on cartridge. In fact, I don't think there have been any updates for it either (from memory, it's still Version 1.0, as any re-release/port should be). Spyro, however, I believe may be unplayable without a download, but yes, the content is tied to an "update" rather than a download code.
Thanks for this clarification
As for tutorials, I don't mind them provided they actually feel needed, like if they are adding a unique mechanic to the game that you wouldn't normally see, not an 'A' is jump kind. Being skippable would totally fix this.
Although there are some games that simple do need tutorials or it is simply too overwhelming, NBA 2k20 is a recent one that really should have had a simple game tutorial as soon as you start in then say you can go into more complex mechanics in the gym.
I don't think Xenoblade handles tutorials all that well. I remember explaining 2's orb mechanics multiple times to different people when the game came out. I liked to help so it was fine by me but I was basically doing something that the game was supposed to do. The info boxes are quick and easy to go through but sometimes it's not enough. There's also some info that the developers don't consider essential so it's tucked away in the tutorials section but how many people actually go there to read them?
Since this thread is about pet peeves then how about too many stats with similar names? The first Xenoblade Chronicles has stats called Attack and Strength like many other games but the meaning of those two differ slightly from game to game and sometimes they are so close to each other that they could just be combined into one stat. Add Xenoblade's gem system into mix and you have gems called Strength Up, Muscle Up, Attack Plus, Attack Stability and Weapon Power. Many similar sounding items that all affect attack power in some way, except Muscle Up which actually raises your physical defense. I don't think Xenoblade suffers from having such a robust stat system but sometimes I wonder if I'd even notice any difference if I were to remove all gems. I had the same problem with 2's Aux Cores so I very rarely switched them around.
It's its, not it's.
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Simplified inputs in fighting games. I'm just not a fan, I'm all for having a simplified mode for beginners. But I kinda enjoy doing the inputs to do a fireball or an uppercut, it's strangely satisfying. So when a game comes out and it only has simplified inputs, it's a bit of a disappointment.
@JohJavelin I think my issue with anime games in general is the outfits, they're just ridiculous. Xenoblade 2 is the perfect example. I like the female form as much as the next guy, but the outfits and maid humour feel totally out of place with the story they're telling.
Also kinda linked, but why doesn't anyone ever ask anyone out, or get into a relationship in a JRPG.
My biggest pet peeve is the urge of some developers to make everything as realistic as possible, making the game less fun to play in the process. Red Dead Redemption 2 is probably the best example of this.
I think my issue with anime games in general is the outfits, they're just ridiculous. Xenoblade 2 is the perfect example. I like the female form as much as the next guy, but the outfits and maid humour feel totally out of place with the story they're telling.
Also kinda linked, but why doesn't anyone ever ask anyone out, or get into a relationship in a JRPG.
My biggest pet peeve is the urge of some developers to make everything as realistic as possible, making the game less fun to play in the process. Red Dead Redemption 2 is probably the best example of this.
@kkslider5552000
I was referring more to gameplay instead of art styles. In my example of RDR2 for instance there are these slow, unnecessary animations for every action you take, dragging everything out until it becomes boring to do anything.
Also kinda linked, but why doesn't anyone ever ask anyone out, or get into a relationship in a JRPG.
It's a trope from anime I can't stand of being oblivious to others feelings/too meek to ask a girl out. I can understand it if they are leaving it for the climax of the game but it seems like a standard thing. Although in fairness it's played out in the West sitcoms too as the chase is more interesting than the relationship itself.
There are JRPGs that do have relationships in them and use them incredibly well like Fire Emblem, however people just complain those are waifu rubbish.
Before I start playing a game I either turn the screen shake off or tune it down as far as it'll go.
Screen shake doesn't add drama to gameplay, it adds motion sickness.
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Mine would be not being able to find an explanation for menu’s items (particularly in RPGs) when the menu is all icons/images or even just one word sometimes. A brief rundown on how to read the screen in quite a few games would be helpful to save me a lot of time searching on the internet and figuring it out outside the game.
Also, since I started Dark Souls recently, the game not pausing when you pull up the menu.
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