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
- buried under:
- rushed development
- poor balancing
- weak structure
- trend chasing
- technical limitations
- 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"
- 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
- momentum-based swinging
- skill expression
- movement flow
- traversal versatility
- timing swings manually
- chaining movement
- physics-driven momentum
Combat Potential
Mechanics allow:- kicking enemies mid-swing
- grabbing objects/enemies
- throwing vehicles and debris
- brief moments reveal:
- "what Bionic Commando could have been"
Main Problem
The wider game:- never evolves the mechanic properly
- 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
- game introduces best combat mechanic halfway through
- then barely builds upon it.
Fracture
Core Mechanic
Third-person shooter featuring:- terrain manipulation gun
- raise/lower terrain dynamically
Why It's Interesting
Creates:- dynamic cover systems
- battlefield control
- sightline manipulation
- environmental tactics
- 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
- brilliant terrain system buried inside mediocre shooter structure.
Quest 64
Initial Criticism
Reviewer calls it:- one of the first games they ever disliked
- 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
- lack of explicit AoE indicators
- player learns spell behavior intuitively through experience.
Strategic Twist
Turn economy works differently:- enemy count affects action flow uniquely
- killing weaker enemies first
- is not always optimal strategy
- combat feels unlike most JRPGs.
Shadwen
Core Idea
Stealth game attempting to solve:- frustrations common in stealth genre
- save scumming
- punishment-heavy morality systems
Main Mechanics
Combines:- SUPERHOT-style time movement
- Prince of Persia-style rewinds
- 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
- BUT:
- Lily seeing corpses traumatizes her
- bodies must be hidden:
- not just from enemies
- but from child companion
- a genuinely brilliant moral-mechanical integration.
Why It Falls Apart
Problems:- terrible AI
- janky stealth systems
- unreliable encounters
- weak encounter complexity
- mechanics mostly compensate for broken AI
- instead of enabling advanced stealth design.
Red Steel
General Assessment
Early Wii FPS with:- ambitious motion-control systems
- gesture reloads
- directional aiming
- sword fighting
- enemy disarming
Main Issue
Wii hardware precision:- simply wasn't ready yet
- clunky gameplay
- unreliable controls
But Multiplayer "Killer Mode" Was Amazing
Reviewer's favorite mechanic:- Wiimote phone-call system
- secret assassination objectives
- through speaker on Wiimote
Why It Worked
Created:- paranoia
- social tension
- mind games
- couch multiplayer chaos
- 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
- asymmetrical mind games
- couch multiplayer chaos
- 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
Main Preservation Argument
Because Anthem was:- online-only
- mechanics
- feel
- systems
Important Point
The reviewer argues:- preserving games matters not only for consumers
- but for:
- future developers
- mechanical study
- inspiration
- failed games often contain ideas worth revisiting.
Broader Industry Critique
The essay criticizes:- modern AAA homogenization
- Dark Souls influence
- Breath of the Wild influence
- Balatro influence
Main Concern
Successful mechanics get:- copied endlessly
- unusual failed experiments disappear
- 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."
- 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
- many contain untapped ideas
- waiting for future developers
- to refine into something great.