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Stuff from games you just can't get over

fhqwhgads

Member
Admittedly this is pretty much a vent thread about something specific, so I've tried to make it a bit of a broad topic so hopefully there can be some good posts.

So pretty much, this is about things from games where you're still baffled. Something that's just so mindboggling and confusing that it still racks your brains about what they were thinking.

In such case, I'll go on about the boss fights in Sonic Lost World. Because these are easily the worst boss fights I've ever seen in a game. You talk about basic boss fight clichés, hit the boss three times, obvious weak spots, attacks we've seen a million times. Lost World takes it to a whole new level.

The attacks patterns are as basic as they come and on top of that, practically all the bosses move incredibly slow, so half the time it's a case of waiting for the boss to come to you rather than actually running from the boss. In some cases there'll be times where it's better to just pummel the boss right there in their attack rather than waiting for their "Now I'm weak and you can hit me" moment. Doesn't help the attacks are all the same stuff we've seen before, there's pretty much no originality whatsoever in any of the fights.

And it gets worse. In some cases there'll be times where you can be put at a disadvantage. The attack where the boss attack leaves you stunned or a puzzle boss fight where you need to find where the boss is hiding. In any normal game failing at this would mean taking a hit, but in Lost World the boss does nothing. You're in a bad state from failing something and the boss just either stands there or runs away rather than attacking you. So you'll have boss fights you can't lose because the boss will sometimes never attack you in that pattern!

Lastly is how it seems like Sonic Team knew how bad their boss fights were, so rather than overhaul them or fix anything, they decided to pad out the fights with overly long drawn out transition segments of the boss running away or hiding and the only way to continue the fight is to go through some kind of segment or something in order to continue. Sometimes it means using some dumb wisp power to do something to get the boss to come back or going through some easy platforming section, which is not only mind numbing since it's not challenging at all, all it does is pad out an already easy and not fun boss battle.

So yeah, there's my vent. Like I said, easily the worst boss fights I've ever seen in a video game, like there is no redeeming ones at all, even the final boss fight is lackluster at best. I have no idea what was going through their minds when they made them, and now it's over to you. Post stuff in games that still baffle you to this day and you can't give over no matter how long goes by.
 
Tripping in Brawl. Is like preparing a delicious cake and cover it with a shit-flavored frosting. Sakurai was out of his mind.
 
Academia at night (whatever the year was) in Final Fantasy XIII-2. An area where enemies pop everywhere around you and you can't run away from them. Usually I would finish the battle and start another one immediately. It was incredibly hard to know where I was going because I couldn't look around since enemies would attack me (and battles don't take place in the actual map). The map being as confusing as it was certainly didn't help. Even worse, the battles at that point were very easy, so it was just incredibly annoying and not a challenge.

I refuse to believe anyone at the company played that area before shipping the game.
 
Reinforcements in Shin Megami Tensei IV randomly getting to act first, which cannot be prevented if they do indeed show up (to put this into perspective for anyone unfamiliar with this game and how it's balanced, the enemy having the initiative makes it just as likely that your entire party will be wiped out as the case would be for them if you went first).

Estoma Sword (ability that prevents battles with weak enemies) being a boon on the map, but a liability in the field because you have to strike enemies when they appear to prevent battles and have no chance of avoiding a fight if multiple ones show up to jump you because you can't recover in time to hit them all is also a problem.
 
SNK Bosses.

The odd wrestler entrances in WWF Smackdown games. It was a character model with just their video in the background, which at the time looked cool but is weird now.
 
How much of a downgrade Mega Man Star Force's battle system is compared to Battle Network. One-dimensional movement, essentially no deck-building strategy, ridiculous HP creep, and much more. Star Force 3 still turned out good, but man...

Also, Sega arbitrarily cutting boatloads of modes out of non-Anniversary Puyo Puyo games, despite the fact that they've used the same engine for at least 10 years now.
 
Suppressors in ground zeroes and phantom pain lasting 1 clip or less with exception to the tranquilizer gun.

I WANT TO KILL EVERYONE!!!
 
Requiring tens (and sometimes hundreds) hours of grinding in horrible multiplayer matches for achievements and trophies.
 
In Destiny, there's a part where you finish a story mission and retrieve your first engram or something like that which requires you to cash it out on the Tower.

Once the mission ends, through a cutscene you're back on the Tower and speak with a character on there, and then in the cutscene you fly away from the Tower and back to orbit, and after the cutscene when you can control your character again, the first thing anyone probably does is manually fly back to the Tower because the game gave you the engram that you need to unlock on the Tower, and even has a big green symbol on your galaxy map telling you HEY GO TO THE TOWER but decided it's going to make you leave the Tower in a cutscene just to make you immediately go back and suffer through the long loading screen to do it.

Makes no sense. At all.
 
Sonic Adventure 2.
The shooting sections. Why.
The emerald hunting missions. Why?
It was bad enough in SA1, but that was an optional case. You are not given that freedom in SA2.

Speaking of hunting, the Triforce Hunt in Wind Waker.
There was no reason to pad that game out with this shit.

One more:
The Ultimate Finish randomiser in Dragon Ball Xenoverse.
To clarify, missions (dubbed Parallel Quests) have special objectives that, when accomplished, trigger a bonus fight — usually harder, but with greater rewards.
The game designers have, for whatever reason, made the game deliberately decide whether or not to ignore these triggers. You can fulfil these objectives with absolute certainty and its up to the game to decide if it'll recognise this. I honestly thought this was a bug for a while until several sources clarified otherwise.

And it's infuriating if you're after certain loot from an Ultimate Finish because that's also a random drop.
Aaaaaaaarrrgghh
 
Super Mario Galaxy 1 and 2. The comet announcement. We get it, there is a comet. Why announce this every single time I enter the star selection? This goes overboard when doing green stars in SMG2. I swear you waste over 2 hours of your life because of these forced, unskippable notifications.
It is unlikely I will ever do the green star challenge again because of this.

Edit: OPs post below me is correct. That mission... I don't get it. I've never completed it.
 
Alrighty story time again. This time my bone is to pick with Super Mario Sunshine, but I'll try to talk about something other than that damn lilly pad.

Yoshi's Fruit Adventure, the final mission of Ricco Harbour. Possibly the most tedious thing in the entire game. The jist is that you need to use Yoshi to get to a Shrine Sprite by creating platforms using his juice on enemies. It would be simple enough but they really made it annoying.

For one, you are told nothing. Aside from getting a preview of where the Shine is and that you need to use Yoshi, nothing else is told to you. Creating platforms with the enemies, you're not told that. The fact that different fruit has different effects on the platforms? You're not told that. You need to use specific fruit to get the platforms you need to complete the mission? You're not told that.

So aside from you need to use Yoshi, the whole thing is trial and error. This is made all the more fun by the whole platforming section taking place over water. In Sunshine, Yoshi will die instantly if he touches water, not to mention it's a long way down. If you fall, you'll lose Yoshi and need to swim then climb all the way back to the place you needed to go every single time. And there's no penalty aside from this, it's another case of a segment with no punishment aside from mild annoyance. You can't die in this mission unless you do it on purpose.

Next is getting Yoshi. In Sunshine Yoshi eggs will need specific fruit to be hatched, so you need to get it to Yoshi. However, rather than having fruit in plain sight so you can easily feed it to him and switch fruits to match what you need, instead you have to use an awkward machine. This requires you to climb to the top of it and stomp on a button which makes fruit come out. Random fruit. There's no choice, it just plops out whatever fruit it wants and you even get a little cutscene every single time you press the button. So usually you're stuck for a good minute just trying to get the fruit you want to hatch Yoshi, and you better hope it's not the Durians which act like footballs, because they can so easily roll away during the cutscene and then you have to get a new one all over again.

So now you finally have Yoshi. Now you need to do the platforming. So you've got a bunch of platforms and random enemies jumping up and down out the water. You need to spray juice on them so they transform into platforms and then you can use them to get up higher. As mentioned the game never tells you this, so you're stuck figuring it out on your own. And then you're not told about the random effects the fruit can have. Depending on which fruit Yoshi ate the platforms react differently, moving in a different direction based on the fruit. This would be fine if you could change fruits easily, but you can't. You can only get fruit from the random fruit machine. That means that you have to do the platforming all in one go with the fruit you have, no matter what platform effect is has. This makes it almost worthless to have anything that doesn't move the platforms upwards. Also, did I mention that Yoshi has a juice meter that can run out and Yoshi dies if it runs out? If you spend too much time trying to get the fruit you need or you spray too much juice trying to platform about then Yoshi dies and you have to start all over again.

And the weirdest part of all. This is the ONLY part of the game which has this. This whole fruit based mechanic of Yoshi making platforms with specific moving platforms is only in this single mission of the game. Granted it can be performed elsewhere, it's never needed or required in anything else besides this one mission. This one extremely tedious horrible mission.
 
Everything in RE6. Seriously, everything in that game sucks.

Bokeh in Battlefield. Pretty much ruined those games for me and I can't stand to look at it. Thank goodness none of that seems to be in Battlefront.
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TWO COMPLETELY IDENTICAL Skull Kid segments in Zelda: Twilight Princess. Way, way bigger offender for me than The Imprisoned in Skyward Sword, since in Skyward Sword, battles with The Imprisoned were at least different in required techniques.
 
Giving covenant upgrade items 1 at a time in Dark Souls games. I just can't understand how after doing that in testing they come to the conclusion that it's the right way to go. Somehow pushing menu buttons for 2 minutes adds to the experience how exactly?

Also the lack of control customization in games, this is a massive mind-boggler. What is the downside of letting people change the buttons around.

Quality of life things that seem so easy to implement but somehow don't make it into games.
 
Palutena's default moveset in Smash 4. Sakurai botched what could of been a great character by giving her the wrong specials, and not allowing her to use her defining gimmick in For Glory.
 
KILLSTREAKS ruined FPS/TPS multiplayers for me... even on the supossed "good days of MW 1" i was there trying to like it but failing miserably.
 
On metal gear solid there's a dude in a bomb suit that c4 won't hurt...but my fists will. I can't go back to that game.
 
Non skippable 30sec-1min (sometimes even more) intro's to each rhythm segment, shitty checkpoints system and absurd secret moves that make it tedious to try to get 100% on Space Channel 5 Part 2.

Im fucking loving the game (Chapter 3 of the 2nd world right now), it's marvelous, the music is great, the characters are amazing, the story is super funny, and even the stylized graphics are still great today, but everytime I think of everything above I just dont want to boot the game up.

That, and the difficulty is unbalanced as hell. Chapter 4 is incredibly difficult, while Chapter 5 and 6 are incredibly easy (6 even more than 5, and 6 is the last one). That and the absurd gameplay mechanic of giving more help (life points) to people that play better, and wouldnt need that life in the next segments, becuase they actually play well, while they punish people having difficulty with the game by making the last segments of each chapter even more difficult for them (less life points to beat them).


It really baffles my mind how a rhythm game based on repetition past testing in this poor unbalanced form. Not having the intros skippable really harms a game based on replayability, I think that its major sin (and makes some of the other problems even more aparent). And something tells me things like shitty checkpoint system was made to make the game artificially longer.
 
Wind Waker story and anatomy.

Twilight Princess's bad bloom and brownness.

SSB:Brawl's molasses movement with tripping.

Everything that should have been patched in Halo Reach.

Halo 4's missing gametypes and awful pastel plastic multiplayer colors.

MGS4 being largely comprised of fugly stupid cutscenes.

ORAS art style and color saturation change from Gen III.
 
They're talking about SNK's fighting game bosses, the term for incredibly overpowered bosses in fighting games that tend to break the game's rules and have very cheap AI is known as an SNK Boss since they essentially made the concept
 
Any semi-recent game where you can't skip cut scenes. Now that is inexcusable garbage.

Clipping in Dark Souls. Inexcusable & enjoyment dampening.
Ehhh, I'm under the impression that clipping isn't something that's trivial to fix or prevent. It can be annoying or goofy looking, but "inexcusable" seems really harsh, especially for a developer that isn't known for their high-end tech graphics.

Giving covenant upgrade items 1 at a time in Dark Souls games.
Holy shit do I hate that. Can't believe they didn't think of simply letting the player choose the number of items to give (like when purchasing), come on. And with the long-ass animation every single time, too. Dark Souls 2 improved it a lot by having you gain ranks automatically in most (not sure if all?) covenants, at least.
 
The specialists in black ops 3.

Having up to 6 times the same character on a team, or 12 in a game is stupid.
Should have made them classes/load outs.


Yoda in soul caliber or freddy in mk is stupid too.

Don't like when they break the reality/univers of games.
 
That Throh and Sawk is just pure Fighting-type Pokémon when Throh should be Fighting-Fire and Sawk should be Fighting-Water.

THEY'RE FUCKING RED AND BLUE!

Edit: And also that the Tynamo-Eelektrik-Eelektross line is pure Electric type. They're eels. Add some water!

And don't get me started on how Alomomola isn't an evolution of Luvdisc.
 
Tales of Xillia 2 Final Dungeon

I am NOT doing that.

Xillia 2 being a lazy cash-in sequel created only because the first Xillia was rushed (like the game in the series before it). So it has a better battle system but the story is complete ass.

For example, a major plot point in the first Xillia was
refusing to sacrifice one world for the benefit of another
. Xillia 2 then just throws this out the window when it has the main cast
destroying fractured dimensions while conveniently ignoring the bigger moral implications of doing so.
And the one character that actually does a good job of bringing these moral implications to the forefront
is cheaply killed off and the story tries to pass it off as similar to Milla's sacrifice in the first game despite the fact that the character who dies had absolutely no agency in that situation.

One of the worst stories I've seen in a Japanese RPG as it completely craps on the good worldbuilding of the game that came before it.

Even if you like Ludger and his
absent for 90% of the game
brother, the game screws them over by hardly giving them any development and instead hastily throwing them at an established cast. Great designs and concepts wasted on a lazy cash-in sequel.

I'd put it up there with Chrono Cross in terms of just how much it does a disservice to the themes in the game it claims to be a sequel to.
 
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