Cinematic opening sections with limited mobility.
AKA walking sections on steroids. I know why they do them, but it doesn't make them any good. I've got an analogue stick and full tilt gives me a snail's pace. It's crap the first time round, and I spend my time thinking "I'm eventually going to have to do this again" which makes it even worse. You want examples?
Metal Gear Solid 5, mission 1.
Resident Evil 3 (2020), opening.
If you're going to give me constricted movement that just feels like the controller isn't working and constantly take the control away from the character entirely for scripted animations or mini cutscenes, don't bother giving me control at all. Make it a pretty cutscene, let me skip the whole thing if I want to, and your bonus is you don't have to worry about coding the collision detection for my boredom.
Granted, RE3 isn't nearly as bad. While MGS takes forever, RE3 just throws a thousand mini cutscenes at you and does one of those pointless "Hold forward to win, let go to die" sections that is less satisfying than swiping to unlock a phone screen. Thankfully it's only 15 seconds, but it's just another thing that adds up
Again, I know why they do them. It's because most people don't finish a game multiple times or even once, so they start with strong cinematics to hook people. But it's shallow. I'm not going to care past the first time.
There's a reason Dark Souls has so much replay value, aside from the game itself. Character creation, one cutscene, done. Tutorials are on the ground for you to ignore entirely, and you're off. Complete control from the first second. It doesn't waste your time.
It's the same reason the Alternate Start mod exists for Skyrim. To cut through the "Seen it once, seen it a thousand times" intro.
I didn't intend to say this much. Apprently I feel quite strongly about this.