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The Best Mechanics From "Bad" Games

RedC

Member

There are so many aspects that make up a video game, and this means incredible ideas have the opportunity to exist alongside terrible ones, turning the game as a whole into something not all that remarkable despite containing aspects that are. This video is an examination and celebration of a few games that fall into this category.

"Great Mechanics Trapped In Flawed Games" Video Essay Summary


Core Thesis

The essay argues:
  • many "bad" or mediocre games contain:
    • incredible mechanics
    • brilliant systems
    • unique ideas
that were:
  • buried under:
    • rushed development
    • poor balancing
    • weak structure
    • trend chasing
    • technical limitations
Main argument:
  • game design conversations focus too heavily on:
    • successful games
  • while ignoring:
    • failed experiments
    • abandoned ideas
    • unrealized mechanical potential.

Bionic Commando (2009)

General Assessment

Described as:
  • the definition of a "360-ass game"
Criticized for:
  • incomprehensible story
  • repetitive combat
  • generic military-shooter aesthetic
  • middling encounter design

But The Grappling Hook Is Incredible

The video heavily praises:
  • Nathan Spencer's bionic arm mechanics
Key strengths:
  • momentum-based swinging
  • skill expression
  • movement flow
  • traversal versatility
Reviewer especially loves:
  • timing swings manually
  • chaining movement
  • physics-driven momentum

Combat Potential

Mechanics allow:
  • kicking enemies mid-swing
  • grabbing objects/enemies
  • throwing vehicles and debris
Reviewer says:
  • brief moments reveal:
    • "what Bionic Commando could have been"

Main Problem

The wider game:
  • never evolves the mechanic properly
Issues:
  • linear level design
  • invisible radiation boundaries
  • repetitive enemy encounters
  • lack of enemy variety
  • shallow progression

Core Design Critique

The reviewer argues:
  • throwing mechanics should have existed from the start
  • and expanded throughout game
Instead:
  • game introduces best combat mechanic halfway through
  • then barely builds upon it.

Fracture


Core Mechanic

Third-person shooter featuring:
  • terrain manipulation gun
Allows player to:
  • raise/lower terrain dynamically

Why It's Interesting

Creates:
  • dynamic cover systems
  • battlefield control
  • sightline manipulation
  • environmental tactics
Reviewer praises moments where:
  • reshaping terrain changes combat flow in real time.

Why It Fails

Problems include:
  • chaotic combat readability
  • weak gunplay
  • poor driving sections
  • repetitive bosses
  • screen shake overload
Result:
  • brilliant terrain system buried inside mediocre shooter structure.

Quest 64


Initial Criticism

Reviewer calls it:
  • one of the first games they ever disliked
Complaints:
  • empty world
  • awful camera
  • vague systems
  • weak writing
  • terrible pacing

But Combat Is Fascinating

The battle system:
  • occurs directly in overworld
  • uses:
    • positioning
    • terrain
    • spell trajectory
    • movement

Interesting Mechanics

Features:
  • dodgeable attacks
  • spatial spellcasting
  • tactical movement
  • varied elemental magic
Reviewer especially praises:
  • lack of explicit AoE indicators
because:
  • player learns spell behavior intuitively through experience.

Strategic Twist

Turn economy works differently:
  • enemy count affects action flow uniquely
Meaning:
  • killing weaker enemies first
  • is not always optimal strategy
Reviewer says:
  • combat feels unlike most JRPGs.

Shadwen


Core Idea

Stealth game attempting to solve:
  • frustrations common in stealth genre
Especially:
  • save scumming
  • punishment-heavy morality systems

Main Mechanics

Combines:
  • SUPERHOT-style time movement
  • Prince of Persia-style rewinds
Meaning:
  • time moves mostly when player moves
  • mistakes can be rewound freely

Why It's Interesting

Reviewer says:
  • mechanics encourage:
    • experimentation
    • tactical thinking
    • less frustration

Most Interesting System

Companion character:
  • Lily
Player can kill guards:
  • BUT:
    • Lily seeing corpses traumatizes her
Result:
  • bodies must be hidden:
    • not just from enemies
    • but from child companion
Reviewer calls this:
  • a genuinely brilliant moral-mechanical integration.

Why It Falls Apart

Problems:
  • terrible AI
  • janky stealth systems
  • unreliable encounters
  • weak encounter complexity
Result:
  • mechanics mostly compensate for broken AI
  • instead of enabling advanced stealth design.

Red Steel


General Assessment

Early Wii FPS with:
  • ambitious motion-control systems
Features:
  • gesture reloads
  • directional aiming
  • sword fighting
  • enemy disarming

Main Issue

Wii hardware precision:
  • simply wasn't ready yet
Result:
  • clunky gameplay
  • unreliable controls

But Multiplayer "Killer Mode" Was Amazing

Reviewer's favorite mechanic:
  • Wiimote phone-call system
Players receive:
  • secret assassination objectives
  • through speaker on Wiimote

Why It Worked

Created:
  • paranoia
  • social tension
  • mind games
  • couch multiplayer chaos
Reviewer says:
  • nothing else felt quite like it.

Geist


Core Mechanic

FPS where players:
  • possess objects and humans

Multiplayer Potential

"Hunt Mode":
  • ghosts possess humans
  • humans fight back physically against possession
Creates:
  • asymmetrical mind games
  • couch multiplayer chaos
Reviewer says:
  • multiplayer realized mechanic's potential better than single-player did.

Anthem


Key Point

Reviewer never played Anthem.

But:
  • now regrets never experiencing:
    • its flying mechanics
before servers shut down.


Main Preservation Argument

Because Anthem was:
  • online-only
its:
  • mechanics
  • feel
  • systems
are now effectively lost.


Important Point

The reviewer argues:
  • preserving games matters not only for consumers
  • but for:
    • future developers
    • mechanical study
    • inspiration
because:
  • failed games often contain ideas worth revisiting.

Broader Industry Critique

The essay criticizes:
  • modern AAA homogenization
Examples:
  • Dark Souls influence
  • Breath of the Wild influence
  • Balatro influence

Main Concern

Successful mechanics get:
  • copied endlessly
while:
  • unusual failed experiments disappear
Reviewer believes:
  • innovation often exists in flawed games
  • not just successful ones.

Key Philosophical Argument

One of the essay's strongest lines:
  • "the opposite of good is uninteresting."
Meaning:
  • flawed games can still matter deeply
  • if their mechanics remain:
    • unique
    • ambitious
    • memorable

Final Message

The essay ultimately argues:
  • gaming history should preserve:
    • weird games
    • failed experiments
    • abandoned systems
    • ambitious mistakes
because:
  • many contain untapped ideas
  • waiting for future developers
  • to refine into something great.
 
Great video. For me, this is not a "bad" game, but Vagrant Story comes to mind when talking about amazing game mechanics.

Vagrant Story is also super inscrutable because it has so many mechanics. I have a preferred way I used to play the game, which is by picking an element (Wind is the fastest one, I think) and pumping that number as high as it can go to overwhelm enemy defenses. Next time, I'll try something different, so I can basically wreck every fight I come across effortlessly and it's wild.
 
A little bit generic... for Batman Arkham Origins and Bosses? Because you can clearly see that this game is not well made like the others (it's a different studio, after all), but the bosses are SO MUCH BETTER....
 
Yeah I'll take a kinda "bad" game that does some interesting stuff over a really safe mediocre game that doesn't really do anything interesting.

Um, the one at the top of my mind right now is sailing and navigating by compass in first person in Sea Dogs/Pirates of the Caribbean is really cool and unique, but those games aren't really very good overall imo, even with mods.

Banished is a survival city builder, kinda like Manor Lords, except it's got like 1/100th of the amount of features of Manor Lords. What is there is a solid foundation, though, and modders have done tons of interesting stuff to it

and then there's Forspoken and Star Wars Outlaws which I like and apparently almost no one else does lol, but that's different.
 
I'm still a little puzzled that no JRPG that I know of took the Dress Sphere system from FFX-2, renamed it, and used it again.

That game was ass, but the combat was pretty great.
 
not a bad game but the fact that the nemesis system from shadow of mordor hasnt been used in other games especially mixed with rougelite genre is kinda baffling.
 
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I'm still a little puzzled that no JRPG that I know of took the Dress Sphere system from FFX-2, renamed it, and used it again.

That game was ass, but the combat was pretty great.
Lightning Returns kindasorta has a similar thing going. oh, and Infinity Nikki, kinda?

Also FFX-2 is great :messenger_angry:
Cat Burn GIF
 
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JAWS Unleashed has the most amazing controls and dismemberment mechanics ever.



Seriously, you can't understand how incredible it feels to control with analog sticks unless you try it. It comepletely ruined 2020 Maneater for me, utter trash in comparison.
 
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Even though I consider it one of the better games in the series, Splinter Cell: Double Agent is definitely undercooked.
That said, the JBA HQ missions where you have to play an actual double agent are some of the greatest stealth missions of the entire franchise.
 
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