• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Times when games are just unfair

The only one I can think of off the top of my head is maybe Capra Demon in Dark Souls, but even then it's very doable. But the point is the design of that fight is bad, it's really just the fact he has dogs with him that make it a problem.
Other than that I can't think of anything, most games even at their most frustrating are generally pretty fair in my opinion, it's up to me to get better rather than the game give me a break.
 
MrDE0xu.jpg


Seriously the advantages given to the a.i on Deity are ridiculous, if you spawn next to Shaka r.i.p
 
I mentioned these in other threads, but SaGa Frontier 2 has three of these situations:

1. There's one scenario where you can choose which character you want to use to complete it. If you choose one particular character, Cordelia, she will be killed, and you will permanently lose access to her for the rest of the game.

2. Battle of Mount Southtop is a tactical map that's heavily rigged for you to lose. It's setup so that your troops have almost zero chance to kill any of the enemy troops, who can all one-shot your guys, and the only way to "win" is to not get wiped out or let your enemy reach your base for 8 turns. To this day, I've never figured out how to beat it, and even when I follow walkthroughs, those strategies all heavily rely on luck, since your characters (randomly) blocking an extra attack or two could make all the difference. All the units in this map are generic, and there is no way to level them up or change their equipment. You also cannot choose their initial map placement, so there's no way to prep at all.

3. http://www.neogaf.com/forum/showpost.php?p=174462927&postcount=167

SaGa Frontier 2 has a particularly vicious one: in the final dungeon, you can skip all of the bosses and get to the final boss, but what the game doesn't tell you is that each of those bosses that you don't kill makes the final boss stronger and gives him extra abilities. And once you pass them, you can't go back.

On top of this, you actually cannot fight all of the optional bosses; you have to choose some to leave alone, since many of the fights make you permanently sacrifice a party member (they leave your party for the rest of the game to do the fight--taking all their gear with them--and win or lose, they don't come back until the ending), and you don't have enough extra party members to fight them all. There's one in particular that gives the final boss an ability to hit your whole party with Petrify, which you cannot block and will instantly end the game, and if you don't take out this boss, specifically, you'll lose.
 
I though The Force Unleashed on its hardest mode was way to unfair. Also, Bionic Commando 2009 was also messed up on hardest. Though I still think it is such an underrated game. Talk about verticality and skill.
 
One of the best boss fights in the game. There's nothing unfair about it; their attacks are all telegraphed, everything Ornstein does is safely blockable, neither of them are strong on their own, and there's plenty of pillars around to use as cover if you need it.

There's just one thing about O&S that irks me: when Ornstein begins his dash attack and then is stopped in his tracks by an obstacle, usually Smough, he'll calmly walk around and then immediately re-initiate the dash with no warning whatsoever. It's similar to the nonsensical physics of the Anor Londo archer's arrows in that a veteran player will know what to expect, but for a first-time player, it would seem complete bullshit.

Dragon's Dogma! Yes! Agreed, OP. The crushing difficulty in late BBI is pretty insane, but still fun to toy with (and get completely blindsided and crushed by).

Also unfair for other reasons.

rmxvZxg.jpg

Heh. The amount of time I spent farming those damned chests and Godsbaning myself to give my pawn the full Oblivion armor set was unreal.

The one thing I find unfair about Bloodborne is how knockdowns have no invincibility frames. You're 100% vulnerable and it's very easy to get hit again while being stuck in a canned knockdown/getting up animation. There's literally nothing you can do if the enemy decides to attack again. That's very much unfair.

I believe From changed this from the Souls way of handling knockdowns because they added a much quicker recovery in Bloodborne. It seems like they're continuing with that design for Dark Souls III.
 
Did...did you just compare not getting a weapon in a Final Fantasy game to a bowl of cheerios killing my mother? These things do not seem alike :D

The knowledge of how to get what is the strongest game breaking weapon is all that is required to actually get it, that's what I'm saying. It doesn't require some incredible feat. It doesn't require inhuman like reflexes or a vast amount of luck or perfect timing. It simply requires knowing the method, which is not opening four chests. For not opening 4 chests, you are rewarded substantially. The other method of obtaining it? That is unfair, because the chances of it dropping are on par with winning the lottery. I don't consider something unfair if all it requires to achieve is the knowledge of how to get it. If I used that as a basis for unfair, fucking everything in the world would be unfair.

"Changing my car tire is unfair because I don't know how to do it"

You see?

But there is no way to figure it out on your own.

Imagine this:

You play the game for the first time and you meticulously scour the world trying to find every item in the game, opening every chest you come across. You beat the game never knowing the Zodiac spear exists because you did not get it.

You like the game so much you play it a second time. This time though because you have already experienced it you allow yourself to run through it more quickly without scouring for every item. This luckily prevents you from opening any of the 4 arbitrary chests in the world that remove the item. You come across the item in its natural state and think to yourself WTF? I never got this item in my last game and I was searching way harder during that run.

You decide to load up a save from your previous game and go to where to Zodiac Spear is to confirm you missed it and realize it is not there. Given this you come to the conclusion you must of either A.) done something in your 2nd playthrough that you didn't in your first that unlocked the spear B.) done something in your first playthrough that prevented you the spear C.) the spear being there is random.

Now you tell me how anyone ever deduced how the Zodiac Spear is actually attained from that scenario.

Wait! Nevermind I already know, the information was in the strategy guide they sold alongside the game at launch. No one ever figured it out themselves, because no one fucking could, there is no logical thread to follow for that to be deduced naturally and brute forcing it via the process of elimination would take an eternity. People know how to get it because that information was sold outside the game and that information eventually made its way online.

How is that not bullshit? How is that not unfair?
 
Invincibility cheat code (I think it was complete the Facility level in like 2:05 or something ridiculous) *laughs* at your Control level!
Not counting as a legit win, thus not unlocking the later bonus level, laughs at your cheat!

There were some tap button "real" cheats posted later on though, but these were released much later.
 
The trial of Archimedes in God of War Ascension is unfair. You truly have to die multiple times in that area to have any chance of beating the game and even when you, you'll feel like it was all luck.
 
Mega lol @ using Moonlight Butterfly as an example of an unfair boss. I think the only easiest boss of this game is Pinwheel. I literally never died to this boss in my hundreds of hours, and I don't think I ever came close to dying once. It's really that easy.
It depends... even though I wouldn't call the Butterfly unfair (not much unfairness in Dark Souls), it was making short work of me since I had low magic resistance and the arena has no real cover so it took me many tries to bring it down. In fact, I had it easier with Ornstein and Smough, got them in a few tries, nothing a good shield and some patience wouldn't solve. It's all about using those pillars for cover.

Anyways, my example for the thread are those horrible rotating blades in God of War. Pure frustration.
 
I remember an RTS game named "Z". The AI was always building units a few times faster than you and that's how they were challenging.
 
But there is no way to figure it out on your own.

Imagine this:

You play the game for the first time and you meticulously scour the world trying to find every item in the game, opening every chest you come across. You beat the game never knowing the Zodiac spear exists because you did not get it.

You like the game so much you play it a second time. This time though because you have already experienced it you allow yourself to run through it more quickly without scouring for every item. This luckily prevents you from opening any of the 4 arbitrary chests in the world that remove the item. You come across the item in its natural state and think to yourself WTF? I never got this item in my last game and I was searching way harder during that run.

You decide to load up a save from your previous game and go to where to Zodiac Spear is to confirm you missed it and realize it is not there. Given this you come to the conclusion you must of either A.) done something in your 2nd playthrough that you didn't in your first that unlocked the spear B.) done something in your first playthrough that prevented you the spear C.) the spear being there is random.

Now you tell me how anyone ever deduced how the Zodiac Spear is actually attained from that scenario.

Wait! Nevermind I already know, the information was in the strategy guide they sold alongside the game at launch. No one ever figured it out themselves, because no one fucking could, there is no logical thread to follow for that to be deduced naturally and brute forcing it via the process of elimination would take an eternity. People know how to get it because that information was sold outside the game and that information eventually made its way online.

How is that not bullshit? How is that not unfair?

I can't believe this Zodiac Spear debate is even happening. If it's not unfair, it's at least REALLY STUPID. There is no way to get this weapon without insane luck or knowing the method beforehand. It may not be as unfair as a cheap boss battle or an insane sidequest (speaking of Final Fantasy...would the FFX Chocobo minigame count as unfair?), but it's definitely stupid in terms of "heres how u get ur ultimate weapon!" stuff.
 
Fuck this in the original version of Metro 2033 (thank god they fixed this in the Redux version)
Metro+2033_2a93eb_5380312.png


And fuck this section (those little spiders) in otherwise good balanced game Singularity
maxresdefault.jpg
 
NES - Teenage Mutant Ninja Turtles

I was able to beat it as a kid but it really is just unfair.

Teenage-Mutant-Ninja-Turt-001.jpg

It's unfair, but you can switch between turtles to make sure they are alive by the end. The Technodrome, however, is completely fucking unfair. Only as a time-wasting 10 year old could I have made it through that and beaten Shredder.
 
Replaying Advance Wars has made me realise that Fog of War is extremely frustrating, as the AI don't abide by the same rules you do. There can be a situation where it is impossible for any of the enemy units to see yours due to the limits of their vision range, regardless of whether you're hidden in woods or not, yet the AI can and will attack your unit.

I'm not sure if it was ever fixed entirely but I recall it got better in Days of Ruin at least.

Fog of war is what stopped me playing Fire Emblem. It was a long time ago, so I don't remember exactly what happened, but I got one level into a state where I couldn't see any enemies and they had stopped advancing. I moved one character forward slightly to try to uncover the enemy, who then had the next turn and killed the scouting character. I'm sure I could have avoided that, but it put me off the whole series.
 
Dark Souls 1 is not unfair. It's very fair. It's just hard. But if you die it was your fault.

Yeah, this is total bullshit. I died often in DS1. It was almost never my fault. The treasure chest that eats you. Enemies that shoot toxic arrows at you from the darkness. The archers on Anor Lando - possibly the cheapest most bullshit enemy ever. Stumbling onto Ornstein and Smough for the first time. The fire breathing damage that you have no chance to fight one on one and you're forced to hide. The first time you get to the ghosts or the skeletons. The many gifs of cheap kills.

Battletoads is way less cheap and more forgiving.
 
Invincibility cheat code (I think it was complete the Facility level in like 2:05 or something ridiculous) *laughs* at your Control level!

I remember perfecting that bitch!

One of the proudest moments in my gaming life is unlocking all of the cheats. Do you know how disappointed I was that there were button codes later down the track to unlock the things I had to work my ass of to do??

Unlocking the 2 x Rpc 90s in the caverns was the most difficult one for me for whatever reason.
 
The crystal cave in ff4... Fuck those trap doors.

stop = lol free xp

I just remembered, there are a lot of places in Final Fantasy Type-0 where one of your members/your whole party/your entire team has to die for you to progress, usually it is an opponent you can't beat or something along those lines, really frustrating when this event kills your most powerful members and leaves you will all your under leveled peasants. You might say "but why are they under leveled?" well, because there are about 15 characters in the game and going farming with each one of them is just out of the question, I have over 40 hours in the game and leveled up only 3 characters to a reasonable level, so if these 3 die the game becomes insanely hard all of a sudden.
 
Fog of war is what stopped me playing Fire Emblem. It was a long time ago, so I don't remember exactly what happened, but I got one level into a state where I couldn't see any enemies and they had stopped advancing. I moved one character forward slightly to try to uncover the enemy, who then had the next turn and killed the scouting character. I'm sure I could have avoided that, but it put me off the whole series.

In Fire Emblem you're given Torches and Torch staves to increase vision range in addition to Thieves (which are the equivalent of Recon units), but enemies aren't hidden in woods. The equivalent unit in Advance Wars to the Torch functionality is the Flare unit and that didn't get introduced until Days of Ruin.

It's still bullshit that the AI isn't affected by it though.
 
Yeah, this is total bullshit. I died often in DS1. It was almost never my fault. The treasure chest that eats you. Enemies that shoot toxic arrows at you from the darkness. The archers on Anor Lando - possibly the cheapest most bullshit enemy ever. Stumbling onto Ornstein and Smough for the first time. The fire breathing damage that you have no chance to fight one on one and you're forced to hide. The first time you get to the ghosts or the skeletons. The many gifs of cheap kills.

Battletoads is way less cheap and more forgiving.

None of those are unfair; an especially skilled or observant player can make it through all of them without dying. (The first mimic is telegraphed and clearly suspicious, Ornstein and Smough and the Anor Londo archers require the same combat and environmental awareness skills you use everywhere else in the game so it is totally your fault if you fail, the transient curses you pick up right before meeting the ghosts tell you how to defeat them, etc.)

But more importantly, Dark Souls (like any moderately challenging game, really) isn't designed for the average player to beat it without dying. Yes, occasionally you may have a lapse in judgement, get reckless, and get killed, but who cares. Dark Souls barely punishes you for death; the worst that happens if you let one of the toxic blowdart guys kill you is you go to the bonfire that was like ten feet back. Death is not some kind of total failure; for the majority of people (who aren't highly skilled or otherwise experienced) it is just a natural part of the learning process. This is true for far, far more games than Dark Souls.
 

Goldeneye was never really unfair.
Once you manage to master aiming in this game, it's really easy and repeatable, no luck involved.


What is unfair?

Hearthstone adventures in heroic mode are truly unfair.
Ridiculously overpowered bosses. Even with perfectly fitting decks for a particular boss, you need lots of tries -> and luck to draw the right cards at the right moment.
 
That one was hard but doable. I upgraded a crystal halberd and face tanked Ornstein and killed him in his first lunge then it was just some dancing around with Smough for a while.
I never said it was impossible. Game is not design for them. People liked to criticize DS2 for having more than one enemy during boss encounter at the same time, but for some reason Ornstein and Smough does not count. Pillars? They can hit you through pillars, that how game works, enemies can hit you through small walls and does not stagger like you after hitting one. As result half of their attacks just go through, especially after midfight buff. Don't get me wrong, Dark Souls is amazing, Knight Artorias is how every human-sized boss should've been. Hell, entire DLC has better bosees than the rest of the game. But alas, instead we got those two.
 
Yeah, this is total bullshit. I died often in DS1. It was almost never my fault. The treasure chest that eats you. Enemies that shoot toxic arrows at you from the darkness. The archers on Anor Lando - possibly the cheapest most bullshit enemy ever. Stumbling onto Ornstein and Smough for the first time. The fire breathing damage that you have no chance to fight one on one and you're forced to hide. The first time you get to the ghosts or the skeletons. The many gifs of cheap kills.

Battletoads is way less cheap and more forgiving.
None of that is unfair, it's part of the game design that you learn how to adapt by dying. Mimics aren't random and are rare... they're also introduced fairly late into the game and don't respawn after killing. You can easily detect them by hitting the chest before opening it. Toxic archers are also spawned in fixed locations so you can adapt after a few tries and figure out the safest routes. The game simply requires patience, pretty much every obstacle has a pattern you just need to figure out in order to overcome it. If you took out the predictability and made things random on respawn, then we could talk about unfairness. Played all the Souls games (aside from Bloodborne), and cheap kills aren't something I'd associate with any of them.
 
But there is no way to figure it out on your own.

Imagine this:

You play the game for the first time and you meticulously scour the world trying to find every item in the game, opening every chest you come across. You beat the game never knowing the Zodiac spear exists because you did not get it.

You like the game so much you play it a second time. This time though because you have already experienced it you allow yourself to run through it more quickly without scouring for every item. This luckily prevents you from opening any of the 4 arbitrary chests in the world that remove the item. You come across the item in its natural state and think to yourself WTF? I never got this item in my last game and I was searching way harder during that run.

You decide to load up a save from your previous game and go to where to Zodiac Spear is to confirm you missed it and realize it is not there. Given this you come to the conclusion you must of either A.) done something in your 2nd playthrough that you didn't in your first that unlocked the spear B.) done something in your first playthrough that prevented you the spear C.) the spear being there is random.

Now you tell me how anyone ever deduced how the Zodiac Spear is actually attained from that scenario.

Wait! Nevermind I already know, the information was in the strategy guide they sold alongside the game at launch. No one ever figured it out themselves, because no one fucking could, there is no logical thread to follow for that to be deduced naturally and brute forcing it via the process of elimination would take an eternity. People know how to get it because that information was sold outside the game and that information eventually made its way online.

How is that not bullshit? How is that not unfair?

I have answered this already. In my view, a player is simply not supposed to just obtain the weapon. You are not supposed to find it, either by process of elimination, or by chance. You are supposed to only obtain this if you are aware of its existence and the method to do so. Why do I have this view? Well, because the weapon is game breaking levels of good. The method to obtain it was structured in a way that makes it impossible to get without its knowledge, which is ok because you do not need it, at all. There is no reward for having it beyond being able to kill everything with ease relatively early in the game. There is no penalty for not having it, no trophy missed, no progression stopped. It is simply something you should not be obtaining on a random play through the game. It is something you have to do very specific things for, but those things are completely trivial. If this was some item that was needed, or something that hid narrative parts of the game, or something that allowed a trophy or anything else, I would agree. But it is not. It is a bonus super weapon that arguably breaks the game when it is obtained. I didn't know about the spear, thus I opened the chest and missed it. My reaction was "fuck, I need to play again to get it". I don't consider that unfair, I consider that it's very intent. As I also pointed out, the internet - the primary means for people to find anything about a game at no cost - was plenty alive and kicking at the time. No one needed to buy a strategy guide to know this, they simply needed to look up the games secrets of which this was one.

I do not dispute this is impossible to find just playing the game. I dispute that a player is supposed to just find it playing the game. I dispute that missing the weapon has a bearing on the quality, progression or completion of the game. And so I don't consider something that is obtainable easily simply by knowing how as unfair.
 
Basically the entirety of Wonderful 101.

Love the game, but how exactly is anyone supposed to make it through a level without dying multiple times? Lord I hate those tank with a shield in front enemies, especially when there's more than 1. If there weren't unlimited continues, few people would ever finish this game.

People like to say the Wonderful 101 is unfair, when in reality it's just a hard game and has a big learning curve like most Platinum/character action games. I would say that the only "unfair" aspect of 101 is that it doesn't specifically tell you that the dodge and counter moves (which are essential for beating the tank enemies, as well as playing the game) are available to buy from the shop right after you beat the prologue mission. I think part of what makes it harder in comparison to Bayo or DMC is learning how to use Unite Morphs in seamless combos, but like any game once you put in enough practice and know how enemies move you'll be wrecking shit in no time.
 
FTL
I hate this game so much.

Got a Zoltan Shield Bypass augmentation thing, perfect for Stage 3 because I love boarding strats and that thing was stumping me. Have 2 mantises + 4 other guys on Federation A, good setup, everything going smoothly...

Then I board a Rock ship with reinforced doors, one of my Mantises died because they weren't able to leave in time but I was able to extricate the other one.

One Mantis lost, no big deal, right?

Well I sent the surviving Mantis to the MedBay and BOOM. Missile on the MedBay.

Instantly ragequit, fuck this bullshit game.

Most of the game is RNG but damn if that RNG wasn't straight up bullshit at the worst possible moments.
 
Bloodborne and Spelunky unfair?

I disagree highly.


It was eventually fixed with a patch, but there were unfair situations in Spelunky. It was possible for spitting cobras to aggro shopkeepers offscreen before you ever got a chance to prevent it. That's just about the only thing I can think of that's truly unfair though. Even arrow traps pointing at a shopkeeper can be dealt with or ignored.
 
Again, hard does not equal unfair.

The final boss is laughably easy if you parry/riposte him. Barring that, study his moves and note that he delays his swings. This is what makes him seem difficult to dodge. It's similar to Abhorrent Beast and how you'll dodge and then he'll hit you, because he holds back.

It's not an unfair boss. It's a boss that expects you to learn.

As for Unseen Village... If you're referring to the
endless waves of enemies
, I think most players will realize there is something causing them, and run past everything to find the source.

So much this.
Compared to Martyr and Rom, Gehr was really easy. Riposte and visceral all day everyday. So easy to cheese. And when he starts spazzing out, rip a bolt paper and kill him before he finishes.

I know Martyr can be cheesed the same way, but it was still freakishly hard. Maybe because I didn't get good at viscerals until the end of the game. Kinda want to try him again. I used 20 blood vials and bullets and still almost died when I beat him. That battle was embarrassing lol.
 

I never understood people's complaints with this mission. It took me two attempts on the HD version, but I got it on my first attempt on the PS2 version by just running through and killing everyone.

I got stuck on the invisible Metal Heads in the forest mission though, and I didn't play the game for a few years because of that (and when I did finally replay it I got it first try with no problem whatsoever). The worst missions of Jak II were the one where you need to rescue everyone from the fortress, and the race against Erol through the streets, and the rescue friends from fortress mission isn't even that hard once you know what to do. The hardest parts of the game are getting all the golds in the challenges aside from jet-board and racing around the port, because you can do those with your eyes closed.
 
The NHL series from EA.

Not only do your opponents gain super human abilities but your AI teammates get much worse. Constantly knocking into you, missing open nets and passes, your goalie just misses everything, etc.
 
None of that is unfair, it's part of the game design that you learn how to adapt by dying. Mimics aren't random and are rare... they're also introduced fairly late into the game and don't respawn after killing. You can easily detect them by hitting the chest before opening it. Toxic archers are also spawned in fixed locations so you can adapt after a few tries and figure out the safest routes. The game simply requires patience, pretty much every obstacle has a pattern you just need to figure out in order to overcome it. If you took out the predictability and made things random on respawn, then we could talk about unfairness. Played all the Souls games (aside from Bloodborne), and cheap kills aren't something I'd associate with any of them.

If being expected to die in parts isn't unfair, then it's impossible for any game to ever be unfair. Patience doesn't help you the first time you run into a mimic. It's a treasure chest just sitting there like a regular treasure chest. In normal bullshit fashion, it's pretty deep in Sen's Fortress after you've made it past lots of traps, enemies, and boulders. I don't consider it my fault for dying there. Same for toxic archers flying from the dark in Blighttown. Especially the first time when there's no way you could have seen that coming. After dying a bunch on that, I almost quit the game. When I got to Ornstein and Smough, I wish I would have.
 
wu6GCgb.png


The Nuclear Armadillo in Ninja Gaiden 2. For those who have not had the misfortune of dying to this boss, you face him at the end of Chapter 7, immediately after fighting another, quite challenging, boss (Genshin). What makes this boss unfair? After his life bar reaches zero, the boss lays dead for a few seconds. Then, he explodes. You die. He is the only enemy up to this point to exhibit this behaviour. No matter what you do, when you kill him, you die. So how do you progress? You block the damn explosion with your sword. But perhaps there is a history of blocking explosions with the sword? No. Any other explosion will break your block, up to this point. There is no other way to survive the boss's explosion, you have to block a gigantic explosion.

Later on you fight two of them, that's alright, because you already know the behaviour, but the very first fight at the end of Chapter 7 is ridiculously unfair. Whatever about any other point in the game, they're challenging but can generally be overcome with skill; this boss's first appearance is just unfair as there is no indication what will happen, and there's no indication as to how you should survive it even when you do know without trial and error.
 
Top Bottom