|
bE in Litrit is fo sukas
(07-21-2009, 05:27 PM)
|
#101
I mentioned this before, but any game that does this:
------------------------------------------------------- -New game <--- (default every time the game is booted up) -Load game -Options -Online -Achievments -Leaderboards -------------------------------------------------------- Please stop it! |
|
|
|
Member
(07-21-2009, 05:33 PM)
|
#105
Originally Posted by baultista:
Thief 2 did it incredibly well. I still think it is a great way to convey a story and games like Bioshock did it well (albeit with audio as well as text). |
|
shoot bullets from her arse
(07-21-2009, 05:35 PM)
|
#106
Originally Posted by PantherLotus:
|
|
Member
(07-21-2009, 05:38 PM)
|
#108
Prince of Persia: Sands of Time - fighting. The long drawn out combat combined with the barebones battle system just took all the fun from the amazing game you were playing minutes before. Just don't get how that was allowed past testing, 'lets have the player fight 7 rounds of sand monsters in this small bathhouse while keeping this slow archer alive! YEAH!!'
|
|
Junior Member
(07-21-2009, 05:41 PM)
|
#109
I am gonna have to go with Oblivion (and Bethesda's current-gen games in general) for being just plain sloppy. I know, it's not like they intended to make all of the NPCs clip through the environment and interact with the game world like a half-blind robot, so these problems can't be said to be design choices.
I just wanted to add my two cents about Bethesda. They rush their games, and it shows. As good as Oblivion and Fallout 3 are conceptually and in scope, I simply can't look past the overwhelming number of technical flaws that seem to bombard me as I play. It's hard to be immersed when a man-faced peasant woman is spouting off random dialog while robotically walking face-first into a haystack for three minutes straight. In terms of just plain bad design, however, I will have to say Prince of Persia (current-gen). The platforming is completely automatic, and even if you do somehow manage to screw up, the game doesn't allow you to die. Wow. It's like they were conducting a case study to find the minimum amount of control people could tolerate while still considering it a game. |
|
studying under Phisheep
(07-21-2009, 05:45 PM)
|
#110
Originally Posted by cartman414:
|
|
Banned
(07-21-2009, 05:49 PM)
|
#112
Originally Posted by malingenie:
Another one for Doom 3: Zombie closets. Demons don't wait around in walls with trap-doors perfectly built to fit them to prey on their victims. |
|
Banned
(07-21-2009, 05:53 PM)
|
#114
Originally Posted by Kadey:
Bad AI is just poor programming and a faulty save system... OK well that's a bad design choice. |
|
Banned
(07-21-2009, 05:58 PM)
|
#116
Resident Evil 5: Getting rid out of the fantastically innovative inventory system of Resident Evil 4. I loved the way that a rocket launcher took up the amount of space that a... rocket launcher would, while an egg took up the same amount of space an egg would. In RE5, you either pick up damn big eggs, or small rocket launchers.
|
|
Member
(07-21-2009, 05:59 PM)
|
#117
Majora's Mask
- Seahorse and eels part had some bad design. Once you've got through and killed all the eels you needed 3 bottles to get all the eggs. If you didn't have 3 bottles you had to get 1/2 and then get the other back afterwards. But when you went back the seahorse wasn't there anymore, so you have no way of getting through without a guide / watching a video / rewinding time and doing everything again while making sure you have 3 bottles. - Kafei quest was ridiculous. You have to wait around and do nothing for a majority of it which is stupidly boring. Then you have to do the boring bit at least twice if you want 100%, once for the Postman Hat and then once for the bottle. You can't even save, so if you screw up on the final Sakon bit then you have to do it ALL again. I accidently jumped into the river the first time Kafei went in, then the second time I got in but I kept pressing the red switches and lost the minigame. Most frustrating thing ever at 4am... - Twinmold dungeon on the Moon had a really bad design choice. There is one part where you had to hit a crack in the wall with a Bomb / Bombchu and the timing was semi-difficult. There is a similar bit before that, so naturally I used all my Bombs to beat that bit. Then on the second bit I had 1 bomb which I used and failed. I thought I could go back to the starting room with some smashable pots and get some bombs, but I couldn't. You can't even exit the Moon, the only way to get past is the play the Song of Time and do it all over (Which includes the other 3 mask dungeons on the Moon if you did them in the natural order). This dungeon is of course optional, but I spent 4/5 hours on the stupid Kafei quest for the FD Mask, I was definetely not going to let this stop me. /rant. Still an amazing game though. |
|
Member
(07-21-2009, 05:59 PM)
|
#118
Rock band and RB2. Greatest games ever!
But. You want people to play in a band, but expert players have to play at the scrolling speed of the ones on easy, making it impossible and a horrible experience for said expert players. Fuck that shit, did you test this? Did no one of your testers say this is fucking terrible? Do you even like to play your own fucking game? Patch that shit FFS! I never ever want to play RB in a local multiplayer session ever again, argh. |
|
Banned
(07-21-2009, 06:00 PM)
|
#119
Originally Posted by ronito:
Last edited by Serph; 07-21-2009 at 06:35 PM.
|
|
Member
(07-21-2009, 06:01 PM)
|
#120
Originally Posted by revolverjgw:
|
|
Member
(07-21-2009, 06:01 PM)
|
#121
Originally Posted by Dark Octave:
Why? Sometimes you just want to start over. |
|
Member
(07-21-2009, 06:08 PM)
|
#123
Burnout Paradise (PC)- no text chat, so those w/o mics (like me :( ) cannot communicate w/ other players. Also, not really a design choice per se, but PC gamers tend to get the short end of the stick when it comes to DLC support.
Super Smash Bros. Brawl- online. Don't think I need to explain why. Worms: Open Warfare 2 (DS)- IIRC there is no option to turn off theme-specific "events" (such as earthquakes or rising water in the Cold War theme). Could be wrong on this one, however. |
|
Sonic handles my blue balls
(07-21-2009, 06:14 PM)
|
#126
Fable 2 - The difficulty. The game is ridiculously easy, the inability to die coupled with with every enemy basically being a ragdoll takes away from what is otherwise an amazing game.
Prototype - knockdowns ruined the game for me. Here you have an insanely powerful protagonist who can be knocked on his ass easily by anyone, and while on his ass can have all damage sent his way be stacked so that he can die within 5 seconds. |
|
bad gameplay lol
(07-21-2009, 06:16 PM)
|
#127
Disaster: Day of Crisis: Driving stages. Holy crap, could Monolith have made the driving sections ANY worse?
Star Ocean: Second Evolution: Not being able to skip through the dialogue until the character is done talking. I can read a box of text three times over by the time the character is done talking. Just let me skip it already. |
|
Junior Member
(07-21-2009, 06:20 PM)
|
#129
A LOT of things in Super Mario Sunshine. Having to go through that 15 minute boat ride to put out the slime on the pipe EVERY TIME you get a game over on the "8 red coins of the instant death water slide", and a lot of things in platforming, such as the fact that jumping towards a wall cancels your upward momentum and sends you sliding downwards (killed me SO MANY TIMES in the final boss fight), and the fact that when you hit a ceiling when using the hover nozzle you get stuck and can't move horizontally (what were they THINKING!?) and the shine where you have to get up to this place and repeatedly pound the fruit things until you get a durian (which, by the way, is the only fruit you CAN'T pick up) and if there's another fruit below it and it lands on it, it will bounce off into the water and you have to do it AGAIN. When you FINALLY get a durian, you have to be careful getting it to the Yoshi egg or you'll accidentally kick it somewhere you can't get it back. Once you DO finally get to the Yoshi, you have to spray fruit at the fish to turn them into platforms (but you'd better do it at the right height, or you'll mess up) to get across. And if you fall off these platforms, you have to swim back to the lift, get on, and pound the fruit things AGAIN (this can take up to 10 minutes). So when you get to a certain point, there's fish to get you to a certain platform and it looks like you have to do the "ride the fish platforms" another 3 times, but don't be fooled, it's impossible. What you're SUPPOSED to do is jump over to a ledge on the cliff and eat a coconut, which will turn Yoshi ORANGE, and ORANGE platforms go UPWARDS instead of sideways. So you float back, turn the fish into a ORANGE platform, and float up to spray juice on the slime and get the shine. HOW THE HELL WAS I SUPPOSED TO KNOW THAT? And then there's the level based after a Japanese marble game, which is mostly luck based, and apparently wasn't bugtested at all because it's glitchy as hell.
That game has a LOT of problems. |
|
Member
(07-21-2009, 06:51 PM)
|
#131
Originally Posted by Seraphis Cain:
|
|
Junior Member
(07-21-2009, 07:00 PM)
|
#132
Originally Posted by Seraphis Cain:
|
|
Member
(07-21-2009, 07:09 PM)
|
#135
InFamous: Aimed attack skills on face buttons. Aiming on right stick.
InFamous: Hard to tell if you're still aiming at someone after you shoot them due to all the pyrotechnics and the way they randomly stumble around from being hit. InFamous: If your feet hit a power line, you land on it. If your head does, you grab on below. If the power line hits anywhere else, you just phase through it and keep falling as if it wasn't there. Prototype: That little hop you do coming off a wall run is just big enough to jump over a checkpoint during race side missions. Prototype: Jacked helecopters are fragile as hell. Prototype: Boss fight difficulty and length is sharply greater than anything else. |
|
Member
(07-21-2009, 07:20 PM)
|
#137
Originally Posted by Boombloxer:
If I had to choose a seperate design choice which annoyed me in Infamous then it would have to be the blast shards. It would be fine if their positions were revealed on the map after completing the story but I ended up with a single shard separating me from platinum. After quite literally spending hours searching, it was annoying to find it at the top of a water tower right next to Zeke's place. The fact that it couldn't be pinged from the ground was a definite contributing factor in making it so difficult. Also I spent a lot of the search time on other islands since it seems hard to believe that I missed one so close to home.
Last edited by OgTheClever; 07-21-2009 at 07:28 PM.
|
|
Member
(07-21-2009, 07:23 PM)
|
#138
One more for Prototype: Deactivating those viral detectors. Incredibly frustrating to do with a keyboard, especially the last two. It took me about 25 minutes, as I couldn't do it fast enough and had to evade the military every time I messed up (hint: destroy the helicopters early).
Edit: Perhaps the worst part about the whole thing was that it was really just a big waste of time in the long run, since the doctor ends up not landing anyway :/
Last edited by SmashBrosAwesome; 07-21-2009 at 07:28 PM.
|
|
Member
(07-21-2009, 07:27 PM)
|
#139
Originally Posted by Neuromancer:
You can't go from point A to point B hassle free because of the hundreds of fucking guard post. I'm playing through this game right now and although I do plan on completing it, I can't believe this and some of the other design choices. The engine is fucking amazing but damn is their some design pitfalls. |
|
Member
(07-21-2009, 07:31 PM)
|
#140
Star Ocean: The Last Hope
- Item creation can only be performed on your ship. - At the end/post-game your ship permanantly placed on "planet X". - "Planet X" is only accessible using disc 3. - A lot of items you want to farm for item creation are on the earlier planets and are only accessible using disc 2. - Once harvest points have been farmed, they only way to respawn them is to enter and exit your ship. - Disc-swap hell! |
|
shoot bullets from her arse
(07-21-2009, 07:35 PM)
|
#141
Originally Posted by PantherLotus:
Still, I've missed some pretty key commands in games before too (That Alt was how you swiveled the camera in Company of Heroes was one). |
|
Time Traveler
(07-21-2009, 07:36 PM)
|
#142
Originally Posted by Aeris130:
I agree with Suikoden Tierkreis; there are times where you play for hours without a save point. Fuck that... add the long ass battles at the end, and the high encounter rate, and the shitty design for dungeons, and the lack of a proper map for them (I ended using the "left hand technique" to explore dungeons), and the shitty design for the cities and castles, and the annoying pseudo boss random encounters, and the general lack of money, and the saturation of characters (90+ playable for your party). Still good game =P. EDIT: I forgot some other nuisances of the game, like the horrible plot, the lenght of the game (30 hours too long), the fights you HAVE to loose (even if in some you can be winning and in no way dying, I really hate this shit, in good RPGs, you can win EVERY battle), having to climb that damn tower TWICE, and the most powerful power of the last boss.
Last edited by manueldelalas; 07-21-2009 at 07:44 PM.
|
|
Member
(07-21-2009, 08:18 PM)
|
#146
Metal Gear Solid 2 and 3.
In order to aim your gun, hold down Square. To holster it without firing it and thereby informing everybody of your presence, remove your thumb from the Square button slowly since the Dual Shock 2 supports pressure sensitive buttons. Cool huh? If you're holding an automatic weapon, press Square halfway to aim it. If you accidentally spray out a burst of bullets because of your inability to finely control your thumbs, you're just not used to it. Oh, and to aim it in first person, you also need to hold down R1. To move while your gun is aimed, hold down L1 but make sure you're not holding down R1. Toggles? What are those? |
|
Junior Member
(07-21-2009, 08:23 PM)
|
#147
No More Heroes
1) The over world, while being functional and also artistic metaphor for a gamer's life, didn't really help the game 2) the whole real ending fake ending thing. After beating NMH with all the katanas, i was surprised to see the two options. Thinking one was just an easter egg, i picked the fake ending, thinking I could watch the other ending afterwards. After the credits roll, the game asks me to choose the difficulty. I was pretty pissed off and spent an entire year playing it on and off with the game. The real ending is very satisfying an I couldn't ask for a better year casually playing NMH on bitter difficulty. I like to think of the real ending as a reward. |
|
Banned
(07-21-2009, 08:24 PM)
|
#148
Originally Posted by Maxirugi:
|
|
Banned
(07-21-2009, 08:25 PM)
|
#149
Originally Posted by K2Valor:
Mirror's Edge also has some really frustrating parts that made me not want to play the game. The fights with the other "runners" stand out in my head |