I legit can't remember now which specific one it was a year later. I think it had something to do with items and physics, I just remember being incredibly frustrated at seeing something I'd also seen in a semi-recent unmodded Morrowind playthrough (my first ever so the bugs were FRESH in my mind as I'd never seen them in a playthrough before)
All dialogue options have previews that are nothing like what you actually say (Looking at you Cyberpunk) so you try to apologise for someones loss but the actual dialogue is your character being an utter piece of shit without warning. Getting the true ending and several important pieces of gear require you to never be mean to multiple NPCs.
Reminds me at the start of witcher 3 my brother was playing and some thugs come annoy you, one option was something like 'I disagree' which sounds reasonable, so he picked it. That option has Gerald insulting them and jumping straight into a fight, shit escalated fucking quickly lol
Or the tone of the actual responses doesn't match the text for the selection of the responses.
"Do you accept the mission?"
Yes
No, thanks
Maybe...
Option 3 actually declares war on quest giver.
Oh and one that just happened to me last night:
Your normal actions still work during dialog so if you press buttons to try to exit out of a dialog, you might accidentally attack the NPC you're talking to. If you let them kill you, they are still hostile when you return. Need to start a new save to recover. At least they drop the unique key from their shop when you kill them (Dark Souls 1, hopefully it's no big deal that I had to kill the blacksmith. At least I don't have to listen to the pounding metal when I spawn above him anymore).
In BG3 Lae'zel asked to be with me and she said "if not now, then later" and I said something like "no thanks" and it permanently locked me out of romancing her.
You mean erratically fluctuating 3-30FPS just as the game wants you to go through a jump puzzle that requires precise timing and of course physics calculations are based on display FPS.
I want to find the person who decided that was the way. Hold actions are great, if there's ALREADY a press action and you're out of buttons. If there's no press action and I have to hold your button just because, you're bad designers. If you're THAT worried about someone doing something on accident, give me the option to disable it. You don't get to advertise 80 hours of gameplay when 20 of that is holding a button for the UI to work.
Every single shelf, cupboard, sack, discolored patch of dirt, hollow tree, etc. Is lootable. 99.9% of the loot is useless. The remaining 0.1% is key to solving several quests and/or the best stuff in the game.
Months after Red Dead Redemption came out for the PS3, my friend asked me why I didn't beat it yet. He opened up my inventory and he saw more hunted meat he ever thought someone could accumulate.
All I did was hunt in the game. It was one of the best hunting games of all time.
I have only played the first one so all my opinions about the game are from reviews I read. I heard it's better than the first one and one of the games you should play.
I'm just jealous you'll get to play RDR2 for the first time. I'll never have my first time with it again.
I had 2 weeks off work years ago (don't worry, I'm not American, I get 4 weeks every year, this was just ONE instance of me taking PTO), but my plans for the vacation were canceled... And I had nothing to do. Lo' and behold, an xbox with RDR2 on it, for me to use when bored.
I essentially worked a full time job playing RDR2 that vacation and regretted none of it. Would've been happier to experience it the first time on my PC instead of a base Xbox One, but it's what I had available to me at that time. This was before the PC release, I'm normally a PC gamer and don't own any consoles myself.
I had something like this with Final Fantasy IX. Like two-thirds of the way through the game, there's a minigame that crops up where you have to use a chocobo to walk around these tiny scenes and peck to try to echolocate hidden treasures within a time limit. And I don't know why, but I got totally addicted to that stupid little minigame, to the point that I kind of broke my brain and had to stop playing the entire game. I did later see some dorm mates in college getting frustrated with that task and get to just zip right through it for them, though, which made it feel slightly less like a savage waste of my lifespan.
The inventory is tetris-style. Lots of items arent squares or rectangles. Items do stack, but you can get them only by selecting and choosing "Take one/Take half/Take X".
If you drop something it is GONE.
With tap-to-move mechanics, I've seen many, but I only recall Terraria having it hardcoded in.
In that game you can get certain items that allow you to dodge by double-tapping A or D; it just happens that for some reason you may want to slowly move towards a boss, and with a keyboard you can only do so by mashing A or D.
If you mash too slowly, you're too slow, if you mash too quickly, you ram the boss.
Also, cliffs range from annoying (in the late game) to deadly (in the early game).
I like how From Software does it with Souls and Elden Ring, how it measures the weight of what you currently have equipped, and affects how fast you run/roll/etc. Very intuitive, and you don't get punished for picking up too many items.
I don't really have much of an issue with how Paradox does things... Their games are more like game engines that they spend the next 15+ years developing for.
Also, with each DLC, they put out a (usually massive) free update for everyone who owns the base game. So even if you don't get any DLC, you will end up getting some of the new features for free.
It is kind of ridiculous that they're still putting out new DLC for EU4... I think it gets absurd after a certain number.
With the result being effectively that almost all provisions you looted yesterday are rotten the next day. The exception being salami, which last a few more days, but eating too much of it makes you take damage after going to the bathroom. You also get a stacking debuff.
The only way to not have to eat the salami will be to log in within 8 hours of picking up some veggies or something. 8 hour rot timer.
Further, the only canned food in the game will be decorative unlootable assets. You will notice this and it will annoy you. Especially because there will be a campfire asset used repeatedly in both the world as decoration and in rest stops as an interactable. (As a general crafting station that includes an option to cook meat to reset the 8 hour rot timer, but also has the options to make and repair clothes, etc. Having it be just a cooking station would be too visually appropriate.)
That campfire asset will always have the same opened half eaten can of beans in the same place with ridiculously detailed modeling of the sheared metal rim, and an equally detailed model of a can opener lying in the dirt next to it. It will seen like an intentional prank. It will be an internal community joke. It will later become clear it was a bought pre-made asset and the developers will seem to not understand why it's funny when the topic is brought up, and will try to use the opportunity to explain the merits of their food system. It will be a confusing, frustrating, and stressful time for the community.
the rot timer is calculated based on when the item is picked up using real world time. if you reload a previous save then most likely all of your things are now rotten
That, honestly, kept me from enjoying Fallout 3 after being introduced to the series via FO4. I understand that far in the future everything is going to be shitty and broken, but the raiders that just jumped me didn't seem to have any problem getting hits with their useless broken pipe weapons that I can somehow use to repair 5% of the durability of my shitty pipe weapon.
Fallout 3 is a shit game (The classic example of why is that things like stealing a spoon will get you sentenced to death by mob violence) Play Fallout New Vegas, it's built on Fallout 3's engine but instead of being designed and written by indentured interns at Bethesda it was made by people who are, you know, game designers. (I would kill for a NV-esque sequel to F04)
I'm currently making my way through FO3 and I haven't even discovered half of all the POI and I've been playing for months. NV piques my interest, because the story telling in FO3 is great, weapon durability aside.
Give NV a try. I don't think there's any reason to make sure to finish FO3 first (spoiler-wise), and you might end up liking it more.
They're both decent, but pretty long, so playing both back to back would be way too much Bethesda-jank for most people (though NV is def better, it is the same engine).
If I had to choose one, it would be NV every time.
Ooh! And if you have anything less than 100% durable then the game has a little flashing icon warning you it's not 100%. Couple that with the repair cost being the same regardless of the percentage missing!
Equipment can be upgraded, but only through an enormous amount of tedious grind for tiny incremental improvements.
By halfway through the upgrade tree, all the equipment is overpowered and will make any boss fight trivial, including the final boss of the game. All additional upgrades are meaningless.
You don't get to see the real ending unless you fully upgrade all the equipment.
Ahhh the Ragnarok Online upgrade system! Safe up to… oh god it’s been a while… +7, then the upgrades get much more strong for the next three levels, but with a 50% chance for your weapon to break.
For armor, it was +4 I believe. I bought an insanely expensive card to make me immune to an element and ended up setting with a +7 coat to put it in after breaking tons of coats.
(i'm assuming that, as usual, managing your upgrades is a secondary part of the gameplay, and that we're talking about a random chance based danger of failure )
why are random setbacks better than just getting out of the player's way, and getting back to the main action of the game as soon as possible?
if upgrades are rewards for playing well enough to gather resources, why waste the player's time and effort when they aren't doing anything wrong?
"wasting" resources can be fine, if you learn something from it, even by process of elimination, like experimenting with different ingredients to find a recipe.
but it sounds here like your game would just slap the player in the face sometimes, to try to make them feel better about when they don't get slapped.
To give some more details, this isn't something that happens rarely, the chance of getting to the next checkpoint is actually quite low towards the highest upgrades. To get a weapon to max level (+15), it takes on average around 230 attempts (would be 280, but there's a sort of pity system that very slightly increases the chance of success for every failure on that weapon). Though it's also important to mention that this is something only really feasible in the mid to late game, and there's a mechanic to do multiple attempts at once. Technically, I could also make it so that there is no chance of failure, and instead drastically increase the amount of resources required for the upgrades. But I'm designing the resources needed around the average amount of upgrade attempts it takes.
The reason I'm doing it this way is a similar reason to why I enjoy farming bosses or special enemies in games like Borderlands, it's fun to get that rare drop (my game also has loot with rarities etc). So it's not that you're upgrading and rarely get unlucky and get a failure, but instead you're farming enemies to get the resources and try to get to the next level checkpoint on your weapon. In looter shooter games (or any loot-based RPGs), you kill bosses again and again to get a special drop, and all the attempts where you don't get it are technically a "waste". I think that, because failure is the expected outcome, it's not something the player gets surprised and annoyed by. Rather, it's the hunt for getting that success that's the focus.
I also remember playing older MMOs etc that had weapon breaking mechanics upon failure, but premium items that protected your weapon from breaking. Usually you could get some of those for free, but they were very limited, so those games always were quite P2W. But I did enjoy those systems, just hated the real money aspect.
ah, i was looking forward to saying "you're not a villain" with more context, but... it seems like you're making a gacha game.
this sounds just like, for example, Genshin Impact wishes.
the diagnosis stands :(
There are also four normal endings and a true ending. You can only see the true ending after getting all four normal endings. There are multiple branch points in the story leading to the different endings so you have to start almost from the beginning to find a new one. The true ending is on a wholly separate route that is 99% identical to the one leading to Ending A. There is no new game plus, so you have to start from scratch each time. The true ending boss, unlike the other ending bosses, is absurdly over tuned and the only enemy in the game that requires you use or even know about several obscure mechanics, and even then requires you to have all upgrades maxed out and be near the level cap to even stand a chance.
I disagree. I'd rather have look-to-steer then the full-left-straight-full-right steering that's in other fps games. Not being able to make slight changes to direction and speed in Half-Life 2 vehicles always made them frustrating.
Even the original Duke controller had two analog sticks and two analog triggers. Mapping two independent actions (camera movement and steering) to the same input was already bad in Halo CE, but it was downright criminal in Halo 2 and later games that started to include massive backdrop setpieces. You can either look at the Covenant spaceship glassing the city or steer your warthog, but not both. It's asinine.
I'm not looking at the landscapes while in a firefight. That's why the game designers give you moments of pause. Like when you exited the cave in Halo 4 or the very beginning of HL Episode 2.
The endless fan-boat segment is the worst part of the game, for me at least. Physics are fucked, puzzles to progress are forced as hell. I was so happy when it was over.
But... That is a disguised loading screen. The ones everyone complained about as well. The game has to load the data at some point. So either it's completely being removed from the game via a screen or something like "boost me up" or crawling through the caves like in the new God of War.
It's funny to me that loading times are still the Achilles heel after all these years. Don't get me wrong--it makes sense. Games getting more graphically intense, larger worlds, online play etc, it all adds up. I always just thought that we'd finally see loading times become at least significantly shorter by now--and in scale with the size of the games, they likely have. I guess some things are simply as optimized as they're gonna get, can't just expect magic to happen and make that much computation instantly doable.
The loading times did get better! I think a lot of people who complain either forgot or never player old games on original hardware. I remember minutes long loading screens. What we have now is so much better than the past. Imaging playing a Dark Souls game and waiting 1 minute each time you got defeated. That was my experience with one segment in Dark Messiah of Might and Magic
Okay but if you play the game in 2040 with a super solid state drive formatted with FTLS, 512 GB RAM, and a 32 core CPU, does the loading screen still take just as long?
> escort mission with walk-and-talk exposition dump
> keep close to the escort target or the radio will yell at you
> faster than walking
> slower than running
Don't forget that you have to stay really close to even hear the exposition dump, but the character is constantly walking through busy areas where you get stuck behind groups of npcs.
You're also in a busy town, so all of those NPCs are having conversations of their own (mindless babble), and their voices and subtitles drown out the shit you're actually supposed to hear.
And the exposition is important to the next quest, or at least part of it is, and there's no journal or quest list "for immersion" so your only option is to redo the quest.
Very long unskippable cutscenes before all bosses.
It's probably assumed but just to be clear - the save point is before the cutscene, so if you die then you have to watch the cut scene again every time.
The save point is obviously not even directly before the cut scene but before some slow moving platform/elevator jump puzzle you need to navigate by waiting for each of them to be in place that comes before the cut scene.
Also, maybe do what FFXII did to my teenage self, and put a save point between phases of an incredibly difficult, optional boss (I will never again not have multiple saves after that nightmare).
I don’t recall what game it was, but probably ff7 remake..
If you die in prolonged battles you can choose where to resume even though you can’t actually save there. Last checkpoint, before starting the combat at all, or before the current phase of battle for multi-phase fights.
This was ridiculously helpful for a few things, where you had some difficult non-boss thing that drained your health (if this was your first play through) and then that led directly to a boss fight.
I played super fast and loose with saves in that one thanks to the auto save.
Yeah, I have mixed feelings about that... I've become a huge fan of From Software games, and have learned that some of my favorite gaming experiences are ones where I overcome extreme challenges (I'm that guy who defaults to "hard" difficulty on first playthroughs). And whenever I die and start in the middle of a battle with full HP and MP (but the boss remains in phase 2 without healing), I feel a little bit of that joy being taken away from me lol.
And I'm weak. Sometimes just having that option there is enough for me to "rage quit" a battle and just brute force it that way. And that's not rewarding at all.
I mean shit... I don't know if I've ever admitted this, but I believe this is a safe space: Sekiro is my favorite video game of all time, and I still haven't beaten "Demon of Hatred" without using cheese... It haunts me. Maybe this time will be different...
A huge open world, with massive Travel distances and no fast travelling, and theres nothing to explore.
But right before the final boss you find out you should've been collecting 100 golden rings from nooks and ledges and now you have to grab a guide and check all 100 locations because there's no way to know which ones you found already.
I haven't seen many open world games do that, but I have seen it in platformers where the item is in the most dangerous spot at the end of the most annoying level and if you miss it you get to start it all over again. Or like in Rayman where you kinda just have to jump in every pit and hope a platform spawns to catch you. Oh, but your lives are limited and if you lose the last one, you have to restart the entire game.
Nah, not 100, that's too convenient a number. Make it something weird like 97 or 143 or whatever non-intuitive option. Have someone hint about 90% in that you'll want "all" the rings, but prior to that final quest, nobody tells you how many there are, so you'll be at 97 searching for the last three and going nuts.
Of course, the achievement isn't for finding, but for delivering all of them and only triggers when you're handing them over, otherwise you might know ahead of time that you've got them all.
Escort Section where the person you're escorting moves at a slower pace than you do, forcing you to jog, walk, jog all the time.
Want to quit the game? Sure go into the menu, click Quit Session -> Are you sure? -> click Yes -> Loading Screen -> Game menu -> click Quit Game -> Are you sure? -> click Yes -> Loading Screen -> Unskippable game title intro -> sub menu with Quit Game, Continue Game, New Game -> click Quit Game -> Are you sure? -> click Yes -> Loading Screen -> Desktop
I still have the “Kairi’s inside me” cutscene from Kingdom Hearts memorized. It has been like two decades since I first played that game, but that cutscene was right before the most difficult story boss in the game.
Lonely? Don't worry, the main character is never going to shut up and will comment on every single thing with lines that won't get old at all.
Yeah, you can play with your friend... After hours of gameplay, once you both have this super special item and only for certain, boring ass missions.
You need an account, and we have no native sign up so we're going to open up a completely different window while you try to drag your mouse awkwardly with the controller. Yes, the cancel button is very close to the confirm, no there's no confirmation, and yes you'll have to start this shit from scratch.
Escort missions, but the escort won't get out of the fucking way, and your shots can kill them.
Currency systems that are just currencies within currencies, within currencies.
The items are easy enough to see, but you have to be in just the right location to pick it up.
There's a save screen, but nothing actually pauses.
I know 99% of games use similar buttons for different functions, but what if we switch it up, just for giggles? Let's make "jump" the R1 button!
You can drive, but it's on ice physics. And, yes, there will be a chase sequence that's going to take you a very, very long time.
You guys are forgetting an annoying encumberance system where in order to pick up the heavy object (example: plate mail) you have to drop a light weight object (example: ring) because you are out of item slots.
Worse: Both encumbrance and grid inventory management. Can’t pick up that plate armor because you need to re-Tetris your inventory around to make room for the 4x6 plate armor icon. And no, you can’t rotate items to make the armor a 6x4 instead.
And after you organize your entire inventory to fit the armor, you still can’t pick it up because it’s too heavy.
Fuck you, now I'm never dropping that fancy old stick with a yellow background that dropped 90 levels ago. Who knows, maybe I'm gonna need it some time?
Instead of walking/moving with a your joysticks, you use them to point a fucking mouse cursor and click on the ground where you want to go, like that shitty walking dead game on playstation
A complex transmog system that has gacha style of different 'currencies' (shit tier crafting ingredients) and layers of abstraction, some of which functionally require being subbed to a battlepass which allows you to purchase some necessary key items to the transmog process only after you've done all your monotonous dailies for 3 weeks without missing a single one.
If multiplayer:
'Radiant' style quests revolving around escorting a low health, brain dead at path finding npc, which walks slower than your run speed but faster than your walk speed, through a PvP combat zone, who frequently has random mental breakdowns and must be reassured everything will be alright through a 22 step dialog tree process, which is largely randomized everytime, in order to keep them moving.
You and the npc can be killed during conversation segments, which you cannot exit from at whim, you must complete the dialog tree successfully to regain control of your character and exit the 'cinematic dialog' mode.
Lol that multi-player game actually sounds really interesting....
I would love to add a gambling mechanic and play it. 11 players in an arena, each player bids 0 to 100 cents to be "it". If you or your stupid NPC dies, you lose and the pot rolls to next round. If you somehow can get your idiotic NPC to the safe zone, you win the entire pot. Pot can grow indefinitely.
As someone who started MH with the first PSP game, MH:W was incredibly approachable and easy to learn hahaha
I played my first PSP MH game and quit after a couple hours, I only really got into it after my best friend brought it up and sherpa’d me into it. It was insanely unapproachable.
The 7 minutes walk and talk segment reminded me of Forza Motorsport 6. A fucking car game with a fucking UNSKIPPABLE, long ass stupid fucking intro nobody asked for.
No, it was some bullshit narrator talking about how USA loves cars, how Japan loves cars, how Germans love cars, giving a short rundown of the history of racing or whatever
The tutorial explains things that are exactly the same as every game ever (like moving around, moving the camera, etc) but does not explain or even mention the mechanics that are unique to this game that not even someone who is an expert in every game ever would think about. Then tell the player to do a thing you didn't explain at all how to do.
I swear to fuck, this is the standard for a lot of games these days. I really shouldn't have to look up a guide or wiki to get the fuck out of the tutorial area.
30min of gameplay, more purchasable with expensive unbalanced DLC's.
Loot boxes. Because a game is not addictive enough to kids without gambling.
Worst storyline, unrealistic characters.
Add more useless content, like new skins and hats, instead of fixing bugs.
Change mechanics every now and than causing loads of players to loose everything or making expensive purchased items useless.
Make the game subscription based after 6 months, when everyone already bought the base game and extra content, and aren't eligible for refunds anymore.
Make the game pay to win.
Ask EA to publish your game.
Make travel time waaaay to long, no fast travel.
Have way too many collectibles in places which are easy to reach but take a looooong time to get to, with at least 1 per set glitched somewhere impossible to reach.
Did I already say "more DLC's"?
Make multi-player server based, have those servers crash often.
Abandon the project while there's still a massive player base because you're working on the next money-grab piece of junk.
Complain constantly the people leaving bad reviews are just too dumb to understand the concept.
Combined with a single save only mechanic so if you encounter the bug even if it doesn't lead to a crash there is a good chance you have to start over from scratch because your last save game before the bug has been overwritten.
I also forgot to add it should have a veeeeery slow and long intro, so the actual horrors of the game should start after 2h of running the game so people aren't eligible for a refund anymore.
Play it with headphones! It’s insanely important. I didn’t believe it but I put on headphones after a couple hours and regretted not having started with them. I ran a mixer so my partner and I could both listen.
It's great, but it's an experience. The combat is fine, but it's how it works with the story that makes it special. Headphones are an absolute must (like, I genuinely think you will be having lesser, less authentic gameplay experience if you're not using headphones). I thought it was a lovely piece of media.
Oblivion's leveling system lol. Make it both possible to level yourself too much AND not enough! Then make every enemy in the game scale. Make a skill level up as you move and another level up as you jump!
Lol, I just said that to my wife! She's just finished Heavensward, and it took a lot of "seriously it gets better! But also I played through the first hour of the new expansion and fought one mob. Of three low-level trash creatures. So... but it's good! Really!"
ARR is such a godawful slog, and I wouldn't pay a penny for the game until you're through it. Heavensward was where I started to get invested. Stormblood is forgettable, but Shadowbringers turned it up again.
The real issue is there's so much filler. It was designed to be played over years (all the end of expansion questlines were trickled in every few months), and when you play them all in a row it can get overwhelming.
They should make like a "Director's Cut" or something, offline version of the game, that removes all of the grindy mmo bullshit and lets people who play single player RPGs enjoy the plot...
Kind of like how they do in Japan with the online DQ games.
There's so little actual meaningful interaction with the game during the main quest that people who don't like MMOs might as well just watch it on Youtube or something. A good chunk of the ARR runtime will be players teleporting and running through the same bit of scenery to the goddamn Waking Sands...
In fact, there's so seldom any voice acting you can just read most of it on the wiki page and just imagine characters nodding and shaking their heads, while the same three pieces of music play over the top of it.
Speaking of Stardew Valley, game dev tells you you can do anything, adds energy system that makes you pass out if you aren't home and in bed by 5PM, immediately adds quest that tells you to talk to literally every NPC in the whole game on day 1.
Homie the other guy is making up bad faith arguments. Lol. You don't have to prove anything to them. Not a single one of their complaints are true or valid.
and hopefully moving forward they need to think of an alternative to dumping a 40hr story as a prerequisite to playing the freshest content.
don't get me wrong im not against the ff story but at some point it will literally be "play 700 hrs of solo questing to play with your friends who just recommended you FFXIV"
which leads me to my next point. your friends must find playing with you enjoyable enough. which means that the early game stuff needs a rework as well pressing 2 buttons is just not very fun
Every mission is like this one from GTA:VC. Easy to fail, frustrating controls, annoying camera, long, unskippable intro and you can't save during it. Add minute-long loading times and it's perfect.
As someone who hates souls games, make sure there are undodgeable attacks by enemies. Example, you’re walking past a wall and something attacks and kills you from behind. Also, make sure there are huge bosses with ambiguous hit boxes and indeterminable strike locations so dodging is weird and dumb.
Mind you, Monster Hunter World forces every player of a hunting squad to view an unskippable story mission cutscene in their own hosted instance before being able to join another player's session of the same mission.
Lots of watching the cutscene in a solo hunt, abandoning the mission, then joining on a friend.
Choices once made (purchasing armor) cannot be undone later. Buy a half-assed weapon in round 1, fill that slot forever and never be able to throw it away later.
Binary morality system where you can only choose between being a normal person or a mass murdering psychopath. Then your decision has no consequences.
Dialogue system that gives you 3+ options which change literally nothing
Oh, Bethesda is in this?
No feedback when hitting enemies, besides generic blood splashing and maybe a stumble
Way more health than is necessary or interesting on enemies
Combat system is mindless and boring
Quests are full of "go to this cookie-cutter dungeon, clear it out and bring me the MacGuffin at the end" on loop.
The game has lots of bugs that were in the previous 2 games, and were patched in the fan-patches of both the previous 2 games.
2? More like:
I encountered bugs playing Starfield that I also experienced in unmodified Morrowind, a game from 20 years and 7 games before SF
Its pathetic and embarrassing afaic, I'd be fired if my work had the same issues someone else fixed 7 iterations ago and i keep breaking it again
Out of curiosity what's the morrowind bug?
I legit can't remember now which specific one it was a year later. I think it had something to do with items and physics, I just remember being incredibly frustrated at seeing something I'd also seen in a semi-recent unmodded Morrowind playthrough (my first ever so the bugs were FRESH in my mind as I'd never seen them in a playthrough before)
And yet I still see people posting Skyrim screenshots and praising it... What a mediocre p.o.s.
> Yes
> Sarcastic yes
> Reluctant yes
> No
> No
Okay, well I'm gonna take that as a yes
No, but actually yes but not right now.
All dialogue options have previews that are nothing like what you actually say (Looking at you Cyberpunk) so you try to apologise for someones loss but the actual dialogue is your character being an utter piece of shit without warning. Getting the true ending and several important pieces of gear require you to never be mean to multiple NPCs.
NPC: My husband was killed!
1: Sorry for your loss...
2: It's about time!
1: pfft sorry for your loss 🙄 tell someone who cares 🥱
2: It's about time we found the MF who did this! Let's go hunt him down!
Reminds me at the start of witcher 3 my brother was playing and some thugs come annoy you, one option was something like 'I disagree' which sounds reasonable, so he picked it. That option has Gerald insulting them and jumping straight into a fight, shit escalated fucking quickly lol
And one randomly answers "yes" and you need to restart from a save.
Or even worse, there's an entire gradient, but what they actually bothered to put in the middle is boring and pointless.
Or there's a viable third option, but it got scrapped 10 minutes before launch and all the text is at complete odds to the dialogue
Or the tone of the actual responses doesn't match the text for the selection of the responses.
"Do you accept the mission?"
Option 3 actually declares war on quest giver.
Oh and one that just happened to me last night:
Your normal actions still work during dialog so if you press buttons to try to exit out of a dialog, you might accidentally attack the NPC you're talking to. If you let them kill you, they are still hostile when you return. Need to start a new save to recover. At least they drop the unique key from their shop when you kill them (Dark Souls 1, hopefully it's no big deal that I had to kill the blacksmith. At least I don't have to listen to the pounding metal when I spawn above him anymore).
In BG3 Lae'zel asked to be with me and she said "if not now, then later" and I said something like "no thanks" and it permanently locked me out of romancing her.
Or just all bad choices.
Fallout 3 lol
Although it has a PC version nothing can be configured.
30fps
You mean erratically fluctuating 3-30FPS just as the game wants you to go through a jump puzzle that requires precise timing and of course physics calculations are based on display FPS.
ah, I can't believe you've done this
Doom3
Full screen only. Game crashes if you try to exit in any way.
Ugh the worst. No graphics settings beyond "vysnc" and whether you want a fullscreen or not.
Menus use a virtual mouse cursor even though you're playing with a controller.
Don't forget you have to hold the button for 5 seconds while an animated circle fills to ensure you are clicking on the button you want to click on.
I want to find the person who decided that was the way. Hold actions are great, if there's ALREADY a press action and you're out of buttons. If there's no press action and I have to hold your button just because, you're bad designers. If you're THAT worried about someone doing something on accident, give me the option to disable it. You don't get to advertise 80 hours of gameplay when 20 of that is holding a button for the UI to work.
Just started playing rdr 2 and this has been such a pain in the arse.
Yeah, it's a great mechanic when it makes sense. I hate when they shoehorn it into everything though.
Eh. I kinda prefer Hogwarts Legacy doing that rather than asking "are you sure you want to save".
Why would anyone play Hogwarts Legacy?
Laughs in Steam Deck touchpad controls
An every menu has animations for each entry.
Every single shelf, cupboard, sack, discolored patch of dirt, hollow tree, etc. Is lootable. 99.9% of the loot is useless. The remaining 0.1% is key to solving several quests and/or the best stuff in the game.
Oh my wife would love this game, that's basically all she likes to do in games. Someone needs to just make thief simulator for her.
Months after Red Dead Redemption came out for the PS3, my friend asked me why I didn't beat it yet. He opened up my inventory and he saw more hunted meat he ever thought someone could accumulate.
All I did was hunt in the game. It was one of the best hunting games of all time.
Have you played RDR2? Those games have been suggested to me, but I have yet to get around to them. Are they worth playing still?
I have only played the first one so all my opinions about the game are from reviews I read. I heard it's better than the first one and one of the games you should play.
I'm just jealous you'll get to play RDR2 for the first time. I'll never have my first time with it again.
I had 2 weeks off work years ago (don't worry, I'm not American, I get 4 weeks every year, this was just ONE instance of me taking PTO), but my plans for the vacation were canceled... And I had nothing to do. Lo' and behold, an xbox with RDR2 on it, for me to use when bored.
I essentially worked a full time job playing RDR2 that vacation and regretted none of it. Would've been happier to experience it the first time on my PC instead of a base Xbox One, but it's what I had available to me at that time. This was before the PC release, I'm normally a PC gamer and don't own any consoles myself.
I had something like this with Final Fantasy IX. Like two-thirds of the way through the game, there's a minigame that crops up where you have to use a chocobo to walk around these tiny scenes and peck to try to echolocate hidden treasures within a time limit. And I don't know why, but I got totally addicted to that stupid little minigame, to the point that I kind of broke my brain and had to stop playing the entire game. I did later see some dorm mates in college getting frustrated with that task and get to just zip right through it for them, though, which made it feel slightly less like a savage waste of my lifespan.
https://www.ign.com/articles/thick-as-thieves-first-look-it-takes-the-spirit-of-the-classic-thief-and-makes-it-multiplayer
The inventory is tetris-style. Lots of items arent squares or rectangles. Items do stack, but you can get them only by selecting and choosing "Take one/Take half/Take X". If you drop something it is GONE.
That's just an Elder Scrolls game, and I love it, for some reason.
This did not bother me at all in Skyrim honestly.
Gameplay heavily based on dodging and careful movement, but you can only dodge by double tapping movement keys or the stick
Wow, my controller just broke on it's own. It was right there on my desk, and then I read your comment, and it snapped itself in half.
At least it was a quick death.
a worthy one at that compared to the alternative
What was that game? I know I played it, but I can't recall what it was!
With tap-to-move mechanics, I've seen many, but I only recall Terraria having it hardcoded in.
In that game you can get certain items that allow you to dodge by double-tapping A or D; it just happens that for some reason you may want to slowly move towards a boss, and with a keyboard you can only do so by mashing A or D.
If you mash too slowly, you're too slow, if you mash too quickly, you ram the boss.
Also, cliffs range from annoying (in the late game) to deadly (in the early game).
Pointless inventory management and crafting.
inventory expansion slots only available for
purchaserent with real money.pay to win gacha/lootbox mechanics
"Losing the 50/50"
Inventory is limited by item weight.
Discarding items requires 3+ button presses (per item)
And then they just drop on the ground in front of you and are immediately picked up again as you move the slightest bit.
Ugh I hate games with weighted inventory.
I like how From Software does it with Souls and Elden Ring, how it measures the weight of what you currently have equipped, and affects how fast you run/roll/etc. Very intuitive, and you don't get punished for picking up too many items.
The entire game is a series of chained together escort quests through dangerous territories, at awkward speed.
With extremely frequent pauses so the NPCs can spend 40 seconds fawning over the exact same flower they saw two feet back.
I don't really have much of an issue with how Paradox does things... Their games are more like game engines that they spend the next 15+ years developing for.
Also, with each DLC, they put out a (usually massive) free update for everyone who owns the base game. So even if you don't get any DLC, you will end up getting some of the new features for free.
It is kind of ridiculous that they're still putting out new DLC for EU4... I think it gets absurd after a certain number.
Everything has durability
Some items also rot, the rot timer doesn't stop in the unskippable cutscenes and maybe even continues ticking down while you are not playing.
With the result being effectively that almost all provisions you looted yesterday are rotten the next day. The exception being salami, which last a few more days, but eating too much of it makes you take damage after going to the bathroom. You also get a stacking debuff.
The only way to not have to eat the salami will be to log in within 8 hours of picking up some veggies or something. 8 hour rot timer.
Further, the only canned food in the game will be decorative unlootable assets. You will notice this and it will annoy you. Especially because there will be a campfire asset used repeatedly in both the world as decoration and in rest stops as an interactable. (As a general crafting station that includes an option to cook meat to reset the 8 hour rot timer, but also has the options to make and repair clothes, etc. Having it be just a cooking station would be too visually appropriate.)
That campfire asset will always have the same opened half eaten can of beans in the same place with ridiculously detailed modeling of the sheared metal rim, and an equally detailed model of a can opener lying in the dirt next to it. It will seen like an intentional prank. It will be an internal community joke. It will later become clear it was a bought pre-made asset and the developers will seem to not understand why it's funny when the topic is brought up, and will try to use the opportunity to explain the merits of their food system. It will be a confusing, frustrating, and stressful time for the community.
The stacking debuff of course does have a timer that doesn't continue running while you are not playing.
Of course.
Fun glitch: rot value is unsigned, and once it reaches -1 the item is reborn phoenix-style from the ashes of itself.
This makes for some interesting mechanics where its worth saving old rusty near-dead items until the end of the game just before a vital boss battle.
The variable overflows at 512 and the rot value is counted in ds
It can never overflow though since it's constantly decaying
Not if its measuring time left
the rot timer is calculated based on when the item is picked up using real world time. if you reload a previous save then most likely all of your things are now rotten
Hmm, I kind of like this idea and could see it working alright if used correctly. Reminds me of Animal Crossing, but so much more annoying.
I got the idea from Ark.
TIHI
That, honestly, kept me from enjoying Fallout 3 after being introduced to the series via FO4. I understand that far in the future everything is going to be shitty and broken, but the raiders that just jumped me didn't seem to have any problem getting hits with their useless broken pipe weapons that I can somehow use to repair 5% of the durability of my shitty pipe weapon.
Fallout 3 is a shit game (The classic example of why is that things like stealing a spoon will get you sentenced to death by mob violence) Play Fallout New Vegas, it's built on Fallout 3's engine but instead of being designed and written by indentured interns at Bethesda it was made by people who are, you know, game designers. (I would kill for a NV-esque sequel to F04)
I wouldn't call it shit, but yean NV is definitely a much better game.
I'm currently making my way through FO3 and I haven't even discovered half of all the POI and I've been playing for months. NV piques my interest, because the story telling in FO3 is great, weapon durability aside.
Give NV a try. I don't think there's any reason to make sure to finish FO3 first (spoiler-wise), and you might end up liking it more.
They're both decent, but pretty long, so playing both back to back would be way too much Bethesda-jank for most people (though NV is def better, it is the same engine).
If I had to choose one, it would be NV every time.
if fo3 is a shit game then so is new vegas. cant stress that enough
Well that's a take.
Ooh! And if you have anything less than 100% durable then the game has a little flashing icon warning you it's not 100%. Couple that with the repair cost being the same regardless of the percentage missing!
Why are they starting with "starting the game"?
They forgot to start with a kernel-level anticheat and a pointless, slow to load "need an account, always online" launcher.
Equipment can be upgraded, but only through an enormous amount of tedious grind for tiny incremental improvements.
By halfway through the upgrade tree, all the equipment is overpowered and will make any boss fight trivial, including the final boss of the game. All additional upgrades are meaningless.
You don't get to see the real ending unless you fully upgrade all the equipment.
Upgrading the equipment has a chance to fail and waste all your resources. The chance to fail increases with every level.
Bonus points: Failing destroys the equipment and you need to start over from scratch.
Ahhh the Ragnarok Online upgrade system! Safe up to… oh god it’s been a while… +7, then the upgrades get much more strong for the next three levels, but with a 50% chance for your weapon to break.
For armor, it was +4 I believe. I bought an insanely expensive card to make me immune to an element and ended up setting with a +7 coat to put it in after breaking tons of coats.
Wait but I actually like this (without the bonus points part)
(I do have a system somewhat like that in a game I'm working on in my free time lol)
You're a villain. Sorry, the evidence is incontrovertible.
nooooo ;-;
I guess to elaborate, the way I designed it, it doesn't take very many resources to upgrade, and there's something akin to checkpoints every 3 levels.
(i'm assuming that, as usual, managing your upgrades is a secondary part of the gameplay, and that we're talking about a random chance based danger of failure )
why are random setbacks better than just getting out of the player's way, and getting back to the main action of the game as soon as possible?
if upgrades are rewards for playing well enough to gather resources, why waste the player's time and effort when they aren't doing anything wrong?
"wasting" resources can be fine, if you learn something from it, even by process of elimination, like experimenting with different ingredients to find a recipe.
but it sounds here like your game would just slap the player in the face sometimes, to try to make them feel better about when they don't get slapped.
To give some more details, this isn't something that happens rarely, the chance of getting to the next checkpoint is actually quite low towards the highest upgrades. To get a weapon to max level (+15), it takes on average around 230 attempts (would be 280, but there's a sort of pity system that very slightly increases the chance of success for every failure on that weapon). Though it's also important to mention that this is something only really feasible in the mid to late game, and there's a mechanic to do multiple attempts at once. Technically, I could also make it so that there is no chance of failure, and instead drastically increase the amount of resources required for the upgrades. But I'm designing the resources needed around the average amount of upgrade attempts it takes.
The reason I'm doing it this way is a similar reason to why I enjoy farming bosses or special enemies in games like Borderlands, it's fun to get that rare drop (my game also has loot with rarities etc). So it's not that you're upgrading and rarely get unlucky and get a failure, but instead you're farming enemies to get the resources and try to get to the next level checkpoint on your weapon. In looter shooter games (or any loot-based RPGs), you kill bosses again and again to get a special drop, and all the attempts where you don't get it are technically a "waste". I think that, because failure is the expected outcome, it's not something the player gets surprised and annoyed by. Rather, it's the hunt for getting that success that's the focus.
I also remember playing older MMOs etc that had weapon breaking mechanics upon failure, but premium items that protected your weapon from breaking. Usually you could get some of those for free, but they were very limited, so those games always were quite P2W. But I did enjoy those systems, just hated the real money aspect.
ah, i was looking forward to saying "you're not a villain" with more context, but... it seems like you're making a gacha game. this sounds just like, for example, Genshin Impact wishes. the diagnosis stands :(
There are also four normal endings and a true ending. You can only see the true ending after getting all four normal endings. There are multiple branch points in the story leading to the different endings so you have to start almost from the beginning to find a new one. The true ending is on a wholly separate route that is 99% identical to the one leading to Ending A. There is no new game plus, so you have to start from scratch each time. The true ending boss, unlike the other ending bosses, is absurdly over tuned and the only enemy in the game that requires you use or even know about several obscure mechanics, and even then requires you to have all upgrades maxed out and be near the level cap to even stand a chance.
Driving mechanic where you steer where you look, making it impossible to drive straight while looking around or behind you.
Halo's gameplay is really not that great (I'd even say pretty bad) without the nostalgia goggles.
I disagree. I'd rather have look-to-steer then the full-left-straight-full-right steering that's in other fps games. Not being able to make slight changes to direction and speed in Half-Life 2 vehicles always made them frustrating.
Even the original Duke controller had two analog sticks and two analog triggers. Mapping two independent actions (camera movement and steering) to the same input was already bad in Halo CE, but it was downright criminal in Halo 2 and later games that started to include massive backdrop setpieces. You can either look at the Covenant spaceship glassing the city or steer your warthog, but not both. It's asinine.
I'm not looking at the landscapes while in a firefight. That's why the game designers give you moments of pause. Like when you exited the cave in Halo 4 or the very beginning of HL Episode 2.
I've never had any problems with Halo's controls.
It can still be relevant in combat when you want to look around to see where your enemies are or find the exit or something.
The endless fan-boat segment is the worst part of the game, for me at least. Physics are fucked, puzzles to progress are forced as hell. I was so happy when it was over.
It's not like those physics puzzles were hard. How many variations of the SeeSaw puzzle were there?
GabeN: In Episode 2, we'll have the biggest puzzle in a Half Life game to data!
Episode 2: It's just a huge seesaw puzzle.
KSP was annoying like this to. They at least had a way to make small adjustments on addition to big ones, but it was still very tricky to be precise.
I just got triggered
"boost me up"?
Probably from The Last of Us where you have to help a companion character reach a higher ledge which slows down gameplay.
But... That is a disguised loading screen. The ones everyone complained about as well. The game has to load the data at some point. So either it's completely being removed from the game via a screen or something like "boost me up" or crawling through the caves like in the new God of War.
It's funny to me that loading times are still the Achilles heel after all these years. Don't get me wrong--it makes sense. Games getting more graphically intense, larger worlds, online play etc, it all adds up. I always just thought that we'd finally see loading times become at least significantly shorter by now--and in scale with the size of the games, they likely have. I guess some things are simply as optimized as they're gonna get, can't just expect magic to happen and make that much computation instantly doable.
The loading times did get better! I think a lot of people who complain either forgot or never player old games on original hardware. I remember minutes long loading screens. What we have now is so much better than the past. Imaging playing a Dark Souls game and waiting 1 minute each time you got defeated. That was my experience with one segment in Dark Messiah of Might and Magic
Exactly. I remember getting up to get a drink/pee during loading screens, and now I just get dehydrated.
Solid state disc drives have definitely made load times much faster. Anyone who has played a PS4 game on PS5 can tell you this.
Okay but if you play the game in 2040 with a super solid state drive formatted with FTLS, 512 GB RAM, and a 32 core CPU, does the loading screen still take just as long?
> escort mission with walk-and-talk exposition dump
> keep close to the escort target or the radio will yell at you
> faster than walking
> slower than running
Don't forget that you have to stay really close to even hear the exposition dump, but the character is constantly walking through busy areas where you get stuck behind groups of npcs.
You're also in a busy town, so all of those NPCs are having conversations of their own (mindless babble), and their voices and subtitles drown out the shit you're actually supposed to hear.
Not only drowns it out but also over-writes all the subtitles as soon as they pop up!
Subtitle pop ups for unimportant npc chatter shouldn’t exist. Especially not in groups.
And the exposition is important to the next quest, or at least part of it is, and there's no journal or quest list "for immersion" so your only option is to redo the quest.
Yes, exactly. This person gets it.
Inventory expansions of the extremely tiny default inventory cost premium currency per month.
Huge amounts of foreshadowing, but the story is already very predictable.
Motion controls.
Very long unskippable cutscenes before all bosses.
Hitboxes that make no sense whatsoever.
Voice Actors that really want to be somewhere else. (perhaps with full bladders?)
All cutscenes are slideshows.
A huge open world, with massive Travel distances and no fast travelling, and theres nothing to explore.
It's probably assumed but just to be clear - the save point is before the cutscene, so if you die then you have to watch the cut scene again every time.
The save point is obviously not even directly before the cut scene but before some slow moving platform/elevator jump puzzle you need to navigate by waiting for each of them to be in place that comes before the cut scene.
Also, maybe do what FFXII did to my teenage self, and put a save point between phases of an incredibly difficult, optional boss (I will never again not have multiple saves after that nightmare).
I don’t recall what game it was, but probably ff7 remake..
If you die in prolonged battles you can choose where to resume even though you can’t actually save there. Last checkpoint, before starting the combat at all, or before the current phase of battle for multi-phase fights.
This was ridiculously helpful for a few things, where you had some difficult non-boss thing that drained your health (if this was your first play through) and then that led directly to a boss fight.
I played super fast and loose with saves in that one thanks to the auto save.
Yeah, I have mixed feelings about that... I've become a huge fan of From Software games, and have learned that some of my favorite gaming experiences are ones where I overcome extreme challenges (I'm that guy who defaults to "hard" difficulty on first playthroughs). And whenever I die and start in the middle of a battle with full HP and MP (but the boss remains in phase 2 without healing), I feel a little bit of that joy being taken away from me lol.
And I'm weak. Sometimes just having that option there is enough for me to "rage quit" a battle and just brute force it that way. And that's not rewarding at all.
I mean shit... I don't know if I've ever admitted this, but I believe this is a safe space: Sekiro is my favorite video game of all time, and I still haven't beaten "Demon of Hatred" without using cheese... It haunts me. Maybe this time will be different...
But right before the final boss you find out you should've been collecting 100 golden rings from nooks and ledges and now you have to grab a guide and check all 100 locations because there's no way to know which ones you found already.
And at least 2 are only available during a main mission and aren't advertised.
I haven't seen many open world games do that, but I have seen it in platformers where the item is in the most dangerous spot at the end of the most annoying level and if you miss it you get to start it all over again. Or like in Rayman where you kinda just have to jump in every pit and hope a platform spawns to catch you. Oh, but your lives are limited and if you lose the last one, you have to restart the entire game.
Nah, not 100, that's too convenient a number. Make it something weird like 97 or 143 or whatever non-intuitive option. Have someone hint about 90% in that you'll want "all" the rings, but prior to that final quest, nobody tells you how many there are, so you'll be at 97 searching for the last three and going nuts.
Of course, the achievement isn't for finding, but for delivering all of them and only triggers when you're handing them over, otherwise you might know ahead of time that you've got them all.
Escort Section where the person you're escorting moves at a slower pace than you do, forcing you to jog, walk, jog all the time.
Want to quit the game? Sure go into the menu, click Quit Session -> Are you sure? -> click Yes -> Loading Screen -> Game menu -> click Quit Game -> Are you sure? -> click Yes -> Loading Screen -> Unskippable game title intro -> sub menu with Quit Game, Continue Game, New Game -> click Quit Game -> Are you sure? -> click Yes -> Loading Screen -> Desktop
I absolutely hate when I can Alt+F4 a game. It is my main way to quit a game.
Do it the Linux way with
pkill -9!I regularly kill steam with the terminal, since it sometimes freezes on my laptop.
This assumes you can access the terminal.
I've heard tell of a magical sys-req key, but I can't seem to get it to work on my laptop.
Don't forget a save point right before the unskippable cutscene and overly difficult boss fight, so you get to watch it over again every time you die.
I still have the “Kairi’s inside me” cutscene from Kingdom Hearts memorized. It has been like two decades since I first played that game, but that cutscene was right before the most difficult story boss in the game.
The chase sequence starts with an unskippable cinematic, has no checkpoints, and will force you to rewatch the cinematic every time you fail.
There's other traffic in the chase sequence, but the traffic is randomized every time, so there's no way to memorize any pattern.
The mission fails if the target gets too far away.
Any time you bump into anything, it slows you down enough that the target gets too far away.
This is also the first time you've driven a car in the game.
And there's an infuriatingly sarcastic fail mesage.
All you had to do is follow the god damned train, CJ.
You guys are forgetting an annoying encumberance system where in order to pick up the heavy object (example: plate mail) you have to drop a light weight object (example: ring) because you are out of item slots.
Worse: Both encumbrance and grid inventory management. Can’t pick up that plate armor because you need to re-Tetris your inventory around to make room for the 4x6 plate armor icon. And no, you can’t rotate items to make the armor a 6x4 instead.
And after you organize your entire inventory to fit the armor, you still can’t pick it up because it’s too heavy.
Need an account to begin the game even though it’s single player.
After logging in the game updates and requires a restart. Even though you updated outside of the game.
The menu is a convoluted mess with lots of areas all having notification icons.
Lots of DLC with adverts for the DLC menu.
And of course you need to be always online with that account even though it is single player and all game data is already available locally.
Rarity tiers but every weapon is the same boring shit.
Fuck you, now I'm never dropping that fancy old stick with a yellow background that dropped 90 levels ago. Who knows, maybe I'm gonna need it some time?
Instead of walking/moving with a your joysticks, you use them to point a fucking mouse cursor and click on the ground where you want to go, like that shitty walking dead game on playstation
That's just point and click games. I understand the dislike but I think that style of movement works for the style of the game.
That works on PC but I imagine it's shit with a controller.
I guess there are shitty console ports as well as shitty PC ports then.
Steam Deck touchpads work pretty well once you get the hang of it.
If singleplayer:
A complex transmog system that has gacha style of different 'currencies' (shit tier crafting ingredients) and layers of abstraction, some of which functionally require being subbed to a battlepass which allows you to purchase some necessary key items to the transmog process only after you've done all your monotonous dailies for 3 weeks without missing a single one.
If multiplayer:
'Radiant' style quests revolving around escorting a low health, brain dead at path finding npc, which walks slower than your run speed but faster than your walk speed, through a PvP combat zone, who frequently has random mental breakdowns and must be reassured everything will be alright through a 22 step dialog tree process, which is largely randomized everytime, in order to keep them moving.
You and the npc can be killed during conversation segments, which you cannot exit from at whim, you must complete the dialog tree successfully to regain control of your character and exit the 'cinematic dialog' mode.
Lol that multi-player game actually sounds really interesting....
I would love to add a gambling mechanic and play it. 11 players in an arena, each player bids 0 to 100 cents to be "it". If you or your stupid NPC dies, you lose and the pot rolls to next round. If you somehow can get your idiotic NPC to the safe zone, you win the entire pot. Pot can grow indefinitely.
Well shit, wasn't expecting that response.
I have been meaning to try and make a video game, fuck it, maybe that'll be a gamemode if I ever manage to heal my astoundingly fucked up wrist.
MHW was a game desperately in need of a paper manual.
Flashing up pages full of text during the tutorial is flat out obnoxious.
As someone who started MH with the first PSP game, MH:W was incredibly approachable and easy to learn hahaha
I played my first PSP MH game and quit after a couple hours, I only really got into it after my best friend brought it up and sherpa’d me into it. It was insanely unapproachable.
The 7 minutes walk and talk segment reminded me of Forza Motorsport 6. A fucking car game with a fucking UNSKIPPABLE, long ass stupid fucking intro nobody asked for.
Was that the one with the stupid "car launched from plane" bit?
No, it was some bullshit narrator talking about how USA loves cars, how Japan loves cars, how Germans love cars, giving a short rundown of the history of racing or whatever
UI is 30 different sections that are marked with obscure pictures instead of words.
The tutorial explains things that are exactly the same as every game ever (like moving around, moving the camera, etc) but does not explain or even mention the mechanics that are unique to this game that not even someone who is an expert in every game ever would think about. Then tell the player to do a thing you didn't explain at all how to do.
I swear to fuck, this is the standard for a lot of games these days. I really shouldn't have to look up a guide or wiki to get the fuck out of the tutorial area.
Don't forget to never fix game breaking bugs.
30min of gameplay, more purchasable with expensive unbalanced DLC's.
Loot boxes. Because a game is not addictive enough to kids without gambling.
Worst storyline, unrealistic characters.
Add more useless content, like new skins and hats, instead of fixing bugs.
Change mechanics every now and than causing loads of players to loose everything or making expensive purchased items useless.
Make the game subscription based after 6 months, when everyone already bought the base game and extra content, and aren't eligible for refunds anymore.
Make the game pay to win.
Ask EA to publish your game.
Make travel time waaaay to long, no fast travel.
Have way too many collectibles in places which are easy to reach but take a looooong time to get to, with at least 1 per set glitched somewhere impossible to reach.
Did I already say "more DLC's"?
Make multi-player server based, have those servers crash often.
Abandon the project while there's still a massive player base because you're working on the next money-grab piece of junk.
Complain constantly the people leaving bad reviews are just too dumb to understand the concept.
Combined with a single save only mechanic so if you encounter the bug even if it doesn't lead to a crash there is a good chance you have to start over from scratch because your last save game before the bug has been overwritten.
That's a good one.
I also forgot to add it should have a veeeeery slow and long intro, so the actual horrors of the game should start after 2h of running the game so people aren't eligible for a refund anymore.
I feel like I've heard all of these somewhere before...
Wait, is Senua that bad? I was looking forward to playing that one.
Senua is an incredible experience, but you’ll be disappointed if you go into it expecting deep / challenging combat.
I’ve heard the same is true about Scorn
Hellblade is amazing. It's a short bit very cinematic and immersive experience. Playing with headphones is a must, imho.
It's really good actually, unless you were looking for a different kind of game.
Senua is great. The combat felt fine to me, though it definitely wasn't the game's focus.
Play it with headphones! It’s insanely important. I didn’t believe it but I put on headphones after a couple hours and regretted not having started with them. I ran a mixer so my partner and I could both listen.
It's great, but it's an experience. The combat is fine, but it's how it works with the story that makes it special. Headphones are an absolute must (like, I genuinely think you will be having lesser, less authentic gameplay experience if you're not using headphones). I thought it was a lovely piece of media.
Oblivion's leveling system lol. Make it both possible to level yourself too much AND not enough! Then make every enemy in the game scale. Make a skill level up as you move and another level up as you jump!
4x type games that don't tell you how values are calculated. "Oh, but there's a wiki!" That's great, but not an excuse.
oh no it's ... : FFXIV
and I say that and an enjoyer
You'll interact with three objects to progress the unvoiced cinematics and you'll like it, or you'll get the trolley again!
Lol, I just said that to my wife! She's just finished Heavensward, and it took a lot of "seriously it gets better! But also I played through the first hour of the new expansion and fought one mob. Of three low-level trash creatures. So... but it's good! Really!"
I think it's closer to 60 hours.
ARR is such a godawful slog, and I wouldn't pay a penny for the game until you're through it. Heavensward was where I started to get invested. Stormblood is forgettable, but Shadowbringers turned it up again.
The real issue is there's so much filler. It was designed to be played over years (all the end of expansion questlines were trickled in every few months), and when you play them all in a row it can get overwhelming.
They should make like a "Director's Cut" or something, offline version of the game, that removes all of the grindy mmo bullshit and lets people who play single player RPGs enjoy the plot...
Kind of like how they do in Japan with the online DQ games.
There's so little actual meaningful interaction with the game during the main quest that people who don't like MMOs might as well just watch it on Youtube or something. A good chunk of the ARR runtime will be players teleporting and running through the same bit of scenery to the goddamn Waking Sands...
In fact, there's so seldom any voice acting you can just read most of it on the wiki page and just imagine characters nodding and shaking their heads, while the same three pieces of music play over the top of it.
Good to know, thanks.
Maybe they should just do a "retelling" then.
It is an issue with most MMO for me
I try re launching BlackDesert/Warframe/GuildWars2/PathOfExile sometimes and quit in a few days
I have no idea how the devs can fix that adding stuff is necessary to keep the playerbase
What made poe was leagues with new mechanics and fun twists, but then they started keeping them in the base game and now it's just a clusterfuck.
Stardew valley is it you ?
"It gets better after year one !!!"
(Spoiler: it does)
Speaking of Stardew Valley, game dev tells you you can do anything, adds energy system that makes you pass out if you aren't home and in bed by 5PM, immediately adds quest that tells you to talk to literally every NPC in the whole game on day 1.
Talking to NPCs and running around takes no energy, and the only way bedtime effects energy level is if you stay up past (I think) midnight.
Plus, almost all the townsfolk are in the bar in the evenings.
It's pretty obviously set up so that you run arpund talking to people once your energy gets too low to work.
Lastly, that "talk to everyone" quest doesn't gate any gameplay content, only social scene content with the people you don't talk to.
Homie the other guy is making up bad faith arguments. Lol. You don't have to prove anything to them. Not a single one of their complaints are true or valid.
they really need to trim the fat again for ARR
and hopefully moving forward they need to think of an alternative to dumping a 40hr story as a prerequisite to playing the freshest content.
don't get me wrong im not against the ff story but at some point it will literally be "play 700 hrs of solo questing to play with your friends who just recommended you FFXIV"
which leads me to my next point. your friends must find playing with you enjoyable enough. which means that the early game stuff needs a rework as well pressing 2 buttons is just not very fun
30 minute cutscene that dumps a lot of exposition and it ends with a timeskip into the tutorial.
The last one is Starfield in a nutshell
Every mission is like this one from GTA:VC. Easy to fail, frustrating controls, annoying camera, long, unskippable intro and you can't save during it. Add minute-long loading times and it's perfect.
As someone who hates souls games, make sure there are undodgeable attacks by enemies. Example, you’re walking past a wall and something attacks and kills you from behind. Also, make sure there are huge bosses with ambiguous hit boxes and indeterminable strike locations so dodging is weird and dumb.
There's a skip button in every cinematic but it does nothing.
They run a click-powered miner under the hood, transforming your anger into ad clicks.
Just like real life.
Mind you, Monster Hunter World forces every player of a hunting squad to view an unskippable story mission cutscene in their own hosted instance before being able to join another player's session of the same mission.
Lots of watching the cutscene in a solo hunt, abandoning the mission, then joining on a friend.
progressing through dialogues is achieved with ever-changing buttons (and combos?) displayed on screen, but in an ever-changing location.
With buttons on screen that change position based on the length of the dialog line
Earned levels increase your character's size permanently. As your character grows, it can no longer sneak into small tunnels to catch precious loot.
Please stop trying to normalize the stupid QAnon frog.
Fuck that. Those losers don't get Pepe!
Main companion is "non-binary"
Why would that make the game worse, unless you're a bigot?
Real life must be unbearable for you. Awww.
What game were you referring to with this