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Tiny details in games that annoy you

I always used the map that came with the game, far easier and it makes it more interesting as you can't actively place a waymarker on the map. You actually need to navigate your way to your desired destination.

:o Didn't occur to me to do that, I might try it next time I play the game

when what's suppose to be a circle, like a tire or a steering wheel, looks like polygon.

Enter the Matrix
ugwMY.jpg


They should've gone all the way and made them triangles
 
Fps's with no feet/body.

Seeing feet is somewhat disturbing. I bet it matters what shooters you were raised with. But the feet/legs never look right, I'd rather just be a point in space then a awkward body.

Or maybe it's just that Trespasser tried to do it.
 
Maybe this isn't a minor detail, it's more of a big one, but I've got it on the brain recently because it's what I've been playing...

Terrible animations.

Specifically what I've been playing recently, the "animated" in-engine cutscenes of Tales of Symphonia and Abyss. And from looking online, it doesn't seem to be much better in later Tales games either.

I know, it's an RPG, it's supposed to be about the story and the characters and the leveling and equipment and skills and such. But geez, they are just the worst. Every animation is very clearly not mocapped, and instead hand created by a first year animation student. Every movement is "take these polygons here, move them over here at a constant rate, then stop moving." Over and over for every part of the body, or anything flying through the air, every action scene, everything.

I've never played a Tales game with good animation during the cutscenes. Everyone is like a really awkward marionette.
 
The terrible cinematography in cutscenes. It's always "slow drift cam as badly mo-capped characters over-gesture and we can't see their faces." Walking Dead/Fables do a good job despite the obvious technical limitations, so why are WAY bigger games SO much worse at this?
 
Does the camera count? I know that a faulty camera can be a huge no no for most people but for me, if a camera isn't perfect then I get seriously pissed. What I want is for me to able to control the camera fully, without slowing down just because I'm turning the opposite direction to the camera and the distance when I want as well stay behind me when I want. I just finished MGR yesterday and that camera annoyed the hell out of me.

If the camera isn't miner then how about menu systems that try to look cool and sacrifice fluidity in the process? BF3 is a big one at that. Every time you navigate there's that digital noise effect thingy. I just find it slow and cumbersome, especially since the MP is fast paced, a slow menu can be seriously annoying. It's not even like DICE doesn't know how to make one, the one in BC2 was great, although it had fewer attachments.
 
- Endless start-screens when you just want to quit the game. Quit means quit dammit.

- Bioshock games: Important story dialogue playing during action scenes. I'm always too busy shooting, so I miss what they were saying. Stupid design decision.

- Elder Scrolls: Loot worth thousands, but shopkeepers never have enough money (couple hundred max).
 
Also, games that don't allow for inverting the third person view camera while keeping the tps or fps camera standard. After playing Dragon's Dogma for so long inverted, i couldn't even play regular shooters anymore.
 
Autoscrolling SUPER SLOW text.

One game: O is confirm
Next game: O is back

Even worse within a single game...I feel like in Monster Hunter the circle pad, d pad and L/R buttons are used for the same thing in different menus...I just want to see what songs I can play with my hunting horn dammit!
 
Another thing, inconsistencies in otherwise (mostly) consistent franchises. AssCreed changing Desmond's design every game was annoying. Sonic Lost World deciding to remove the 100 Rings = Life (until the upcoming patch) was annoying. Mario losing his triple jump in Mario 3D World was annoying.
 
Really jarring, up close LOD transitions.

Crysis is absolutely ridiculous for this. On the beach tiny sticks and shells pop in like two feet in front of you. I'd rather they weren't there at all.

Developers: if your engine can't handle high details without said details materialising in and out of existence right before my eyes, it's better just to scrap them. I won't notice what isn't there.
 
GT6, headlights on other cars no longer light up the road. Makes my brain go crazy.

On the subject of GT6 - before you even get to the main menu for the first time you get thrown in a car and made to drive which sends me into an instant rage - can I set up my wheel and buttons first please ffs
During this enforced drive it also regularly pauses the game to make sure you understand that on planet Earth its customary to brake before the corners etc.

As for small things that make me crazy. That sector beep in GT6 that you can't see m to turn off has been making me grit my teeth all week.
 
On the subject of GT6 - before you even get to the main menu for the first time you get thrown in a car and made to drive which sends me into an instant rage - can I set up my wheel and buttons first please ffs
During this enforced drive it also regularly pauses the game to make sure you understand that on planet Earth its customary to brake before the corners etc.

As for small things that make me crazy. That sector beep in GT6 that you can't see m to turn off has been making me grit my teeth all week.

On the subject of Gran Turismo - though this works for other games too.

Games that assume you've never played any game in the series before. Give me an option right up front - yes I've played GT just let me into the game. I passed the damn license tests on the first GT, Japanese version. I do not want to ever have to do them again thanks - especially if you lock gameplay elements behind them.

Nor do I want in your generic FPS to do the first mission which involves following someone at a pace faster than my walk, slower than my run, jumping over something, ducking under something, crawling through a small tunnel then being asked which way I think is up.

If you have to give me a button prompt to do something, and give me the prompt every time, such as turn on a light, open a door, or turn a valve - then how about the game just doing the damn thing without my interaction. I'm not a performing monkey.

On a similar note. If you design a great gameplay mechanic we can use to overcome obstacles - such as raising/lowering the landscape that's cool. But leave it up to me when to use it. If you put a massive UI messages USE OUR FUCKING GAMEPLAY MECHANIC RIGHT HERE YES HERE every single time then you may as well have the damn thing play itself.

If you want to make the single player a tutorial on how to open doors and jump over things then fine. But then leave me the fuck alone to remember those things rather than turn every movement I make into a one-button QTE with obvious button prompt.
 
The idea that ground attacks make sense for enemies not the size of a building or Goku. Unless you're a seismic activity monster, you can F' off with your ground slam area attack. You make no sense.
 
Almost every Resident Evil game has god-awful geography and layouts. That said, the level design is carefully tailored for atmosphere, so I suppose they get a free pass.
 
Recently, the slow text speed in Pokemon Mystery Dungeon for 3DS. I also don't like the new menu system they went with. It was better in the DS versions when they were simple text menus and not colorful distracting bubbles.
 
Press Start to begin - it annoys me when it says this but allows me to press anything (BF4). These screens aren't even needed, just bring me to the main menu please.
 
Fighters which give you no options in ranked. Can't even limit the region. Then it does this shit:

"Looking ... We found a match for you!" (bad connection)
Search again.
"Okay, looking... we found the exact same guy!" (bad connection)
Search again.
"Okay, looking... we found the exact same guy!" (bad connection)
Search again.
"Okay, looking... we found the exact same guy!" (bad connection)

You know what would be nice when this happens? Some fucking options, other than waiting a minute before trying again.
 
just yesterday...
The lighting in Killzone Shadows Fall is very nice to look at in game.
It really creates an amazing atmosphere at times.
The fact I cannot shoot out lights at all drives me bonkers. Huge flood lights creating this amazing lighting, yet they are somehow immune to guns that send a body flying. Just totally breaks the immersion.
 
Ambiguous selection indicators is a HUGE one for me.

You know, when you have to select something from a menu or whatever, and the current selection is white and the other option is black. You switch back and forth and can't tell which one is actually being selected.

It's a very small thing that always pisses me off when I see it. The proper selection should always have an additional effect or something added so you know what you are choosing.
 
Games that let you save at any point, but only load checkpoints. Dead Space 3 drove me fucking bonkers, shit was a step back from save points. Probably ten times where I had to cover old ground or fight through a tough encounter in worse shape because I saved and quit after it then turned it off, and the game saves my depleted inventory but not the fact that I beat a swarm of enemies.
 
I hate when you find human skulls or skeletons in a level, and the scale is off from your own character, so it's like you discovered a crypt for midgets.. Come on you lazy ass mothers..

That goes for any stage geometry in general. I shouldn't walk up to a chair and look like a freaking toddler either.
 
Living spaces and buildings that are obviously too small to actually house any people unless they were dwarves or something.

Also, buildings that don't have entrances and pathways that make any logical sense.

I always get bugged playing 90s FPSs and you are going through an apartment without a bathroom. Where do you poop?
 
Nintendo games always telling me how maybe I should take a break if I've been gaming for anything over a hour.

I swear it's in every Nintendo published game nowadays. I get a lot of children play these games but come on, what is telling a kid that in going to accomplish anyways? Why is Nintendo trying to play the parent?
 
Foregrip attachments for guns in FPS/TPS. Rarely does a soldier hold them, just continues to have a hand under the barrel or god forbid clipping through the foregrip itself.

Hate that shit.
 
Multiplayer shooters where the bullets come out of people's foreheads... so basically, every shooter ever made. Seriously, fix that shit, it's 2013, the bullet should come from the gun damnit. I get killed cuz some dbag only has the top .05% of his head exposed.
 
Two-way doors on FPS. As an architect they annoy me to no end, I know how rare these doors are, but in gaming they can be found everywhere.
 
Having to verify every fucking step when loading a game. Japanese games are the worst offender of this. I get that I need to select a storage device, but after that, stop bugging me. Just load the game!
 
So many good thoughts in here. I too am driven nuts by a lot of these things, particularly how these days games make you press a button to acknowledge seemingly everything, and the default for seemingly everything is "no, don't do what I just told you to do; let me move the cursor over to Yes first".

Screens that wait for a button press when there are no options to choose from.

"Save loaded, press X to continue."

Of course i want to continue! There's not even the option to go back! Why are you waiting for my input to get on with it?

I can think of one defense of this: after a long loading screen that may have been so long that you've stepped away from the console to go make a sandwich or something, a single button-press to tell the game that you're back and ready to play can be a good thing. If that press isn't there, you may be stuck sitting there babysitting the loading screen until it's finally done, and may have to make a solit-second reaction right after the game is loaded.

I fell victim to this in Assassin's Creed 4 (a series that's very, very guilty of extraneous button presses in every other area, particularly at the beginning when you just want to load your main file and start playing). A minute-long loading screen comes up, you turn your head away, and when you come back the game has loaded and someone is killing you.

Fps's with no feet/body.

Seconded. I recently played Deus Ex HR, my first first-person game, and there are times when you have to jump. How do I know when I've reached the edge of the ledge if I can't see my own feet?
 
I forget if it was like this in New Vegas, but being forced to always complete a dialogue tree in Fallout 3, even if I'd already spoken to the person. Just let me B out or whatever.
 
Anything lip-sync/audio lag related. Just bust the experience (bought Deus Ex HR, and have played for 10 min, because of the gun sound lag)

Gran Turismo menu cursor. It's a console game, why is a cursor moving around the options?

Undestroyable TVs.

Oh, and car games, where in cockpit-view you can tell the textures of the dash from the real-time rendered elements. Forza 4 did this so hard. I want it all to be looking smooth.
 
I'm going to say clipping on characters with clothing or anything that gets added to them. At this point you would think there would be some option to prevent swords/guns/coats/cloaks or what have you from clipping through each other but nope it's still there. It's beginning to really bug me since by now you would think there has to be some option to deal with such issues.

As graphics become greater it's far more jarring to see.
 
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