Bad parts in great games.

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Phoenixmgs:

Dalisclock:
I'm playing The Last Guardian right now and it's amusing to realize that the Trico is pretty much escorting you the entire game, but your job is to help him bypass obstacles like locked gates and those symbols he's terrified of.

Haha, I'm surprised people had a hard time getting Trico to go the right way when you were, in fact, being lead. Hope you're enjoying the game, it may be my favorite PS4 game.

With a few exceptions, most of the time it's fairly clear which way you need to go, the trick being finding a path to bypass/remove obstacles. But considering trico is the size of small bus, looking for an opening he can fit into narrows down a lot of possibilities.

And sure, Trico can be difficult get him doing specific things but OTOH, he's a wild animal and not a trained dog(like people apparently expect). He just happens to have taken a liking to you. I'm not discounting the AI might occasionally be glitchy but most of the time you can just as easily say "Try telling a domestic cat to do something and see how much it listens to you"

But yeah, I'm enjoying it. It's like "What if they remade ICO, but in a much more interesting location and replaced the girl with a giant animal companion?"

I never finished Chrono Trigger because of the bit on the plane. You've been stripped of your weapons, armor, and items? OK. But your magic and skills are gone too? Whose bright idea was that?! Not to mention it's a forced stealth section in order to get your stuff back, which I've never liked or been good at.
Thankfully, Square learned its lesson near the beginning of FFXII in the Nalbina Dungeon. No forced stealth, and they've taken your weapons, armor and items...but, thankfully, NOT your magic, which makes everything much easier. (Especially if you've gotten Vaan and Balthier the licenses for basic black and white magic.)

Ayame Murasaki:
I never finished Chrono Trigger because of the bit on the plane. You've been stripped of your weapons, armor, and items? OK. But your magic and skills are gone too? Whose bright idea was that?! Not to mention it's a forced stealth section in order to get your stuff back, which I've never liked or been good at.

If you have Ayla in your party you can still fight because she doesn't use weapons anyway. It still doesn't make sense that you suddenly can't use your magic, but at least with Ayla around it's not a forced stealth section.

I see a lot of hate for vampiretm: bloodlines' sewer level. Personally, didnt mind it at all. The part I hate is the romero side quest if your vamp does not have celerity. They always break through SOMEWHERE and I can never get to both parts fast enough.

Vorlayn:
I see a lot of hate for vampiretm: bloodlines? sewer level. Personally, didnt mind it at all. The part I hate is the romero side quest if your vamp does not have celerity. They always break through SOMEWHERE and I can never get to both parts fast enough.

If you mean the zombies, just bring the guy a prostitute. It's much easier that trying to fight the zombies.

The most frustrating part of that game for me right now is breaking into the vampire hunter's compound. For some reason, despite being a Malkavian with a high stealth skill, some of them are still spotting me.

Silentpony:

Foxcubwendigo:
That bit in Bloodborne's Nightmare Frontier where the giant brain fires undodgeable arrows that cause Frenzy at you.
Bloodborne is my favourite game of all time (I've even got a Hunter's Mark tattoo), but when I remember that bit, all I think is 'this is gunna suck...'

You mean the Nightmare of Mensis? I remember the brain monster caused frenzy in the open, but I don't remember something like that in the Nightmare Frontier. Unless the amgydala boss did it and I'm forgetting...

I stand corrected, thank you.

All the Octavius stages in Shadow of Rome. They really aren't too painful, and as pointless stealth sections go, could have been way worse. Still, when the gladiatorial fights were so goddamned satisfying, it did drag it down in comparison.

The feel of moving the heart around for the omnipresent minigame in undertale is the worst. I wish it was gone so I could enjoy the rest of the game everybody loves.

The story mode in Dragonball FighterZ. It's gets boring and repetitive too fast. The only reason to play all three scenarios is to unlock Android 21. After that, I never felt the need to play that mode again. Which is a shame, because I liked all of the unique character interactions based on whoever you choose to team up with. Arcade mode is way more fun by comparison.

Uncharted 4's beginning part drags a little too long, and I did not care for some of the flashback segments to Nathan's childhood. Brought the pacing to a crawl. I know Naughty Dog was trying to fix the problem of heavy combat in 3, but honestly, that was my least problems with that game. Also, you can't toss back grenades. Why remove such a cool risk/reward mechanic? This took me a minute to get used too, as I was so used to 3's gameplay mechanic.

I'm not a big fan of the armored Skull unit missions in MGSV. I know the series has always delved into action sequences here and there, but these suckers were frustrating, at least until I found I could still get an S rank playing lethally.

Foxcubwendigo:

Silentpony:

Foxcubwendigo:
That bit in Bloodborne's Nightmare Frontier where the giant brain fires undodgeable arrows that cause Frenzy at you.
Bloodborne is my favourite game of all time (I've even got a Hunter's Mark tattoo), but when I remember that bit, all I think is 'this is gunna suck...'

You mean the Nightmare of Mensis? I remember the brain monster caused frenzy in the open, but I don't remember something like that in the Nightmare Frontier. Unless the amgydala boss did it and I'm forgetting...

I stand corrected, thank you.

Pretty sure they were in Nightmare Frontier too. There is a path around the back that loops to the other side of the bog area, and there are at least three of those brain trust bastards lurking. I always made sure I had a few sedatives at the ready. Few enemies in the game had me on edge quite like them.

hanselthecaretaker:
I?m not a big fan of the armored Skull unit missions in MGSV. I know the series has always delved into action sequences here and there, but these suckers were frustrating, at least until I found I could still get an S rank playing lethally.

Yeah, they Skulls are quite a pain, and not remotely interesting either. They're basically really fast bullet sponges. However, in the first few encounters, it's possible to just leave the area without having to kill one(though the caravan mission it's really difficult). The battle at the airport requires you to kill all of them though.

hanselthecaretaker:

Pretty sure they were in Nightmare Frontier too. There is a path around the back that loops to the other side of the bog area, and there are at least three of those brain trust bastards lurking. I always made sure I had a few sedatives at the ready. Few enemies in the game had me on edge quite like them.

The Big Brain only shows up in the nightmare of Mensis, but the brain dudes(the winter lanterns) show up in both areas. The Winter Lanterns are optional to encounter, but you have to run past the Big Brain to reach the castle

I wouldn't say "bad." Because it's really an amazing masterpiece of designed misery and despair. But I'll go with Shrine of Amana in Dark Souls II. That place has literally made me want to cry before. It's ingenious.

You can't see your feet unless you walk really slow and squint to try to make out what's under water through the glare. And if you've never been there, and even if you have, it's easy to miss an underwater drop off... instant death. You can light a torch, which helps to see underwater, but there's a catch... it attracts all of the underwater monsters from nearby to come attack you at once. The place is littered with ranged caster mobs that do a fuckton of damage. You pretty much have to take them out with ranged, while dodging their shots, which is really tedious. But if you rush them, you're likely to get adds and ganked. And you can't pull them to you. They just stand in one spot and shoot at you.

Shrine of Amana > Blighttown, IMO, as far as misery and despair goes.

Ayame Murasaki:
I never finished Chrono Trigger because of the bit on the plane. You've been stripped of your weapons, armor, and items? OK. But your magic and skills are gone too? Whose bright idea was that?! Not to mention it's a forced stealth section in order to get your stuff back, which I've never liked or been good at.
Thankfully, Square learned its lesson near the beginning of FFXII in the Nalbina Dungeon. No forced stealth, and they've taken your weapons, armor and items...but, thankfully, NOT your magic, which makes everything much easier. (Especially if you've gotten Vaan and Balthier the licenses for basic black and white magic.)

It doesn't require stealth. You just go up the airducts and then search for the room with a chest and a guard sleeping. The chest has one of the character's equipment, and you can start fighting enemies again.

Although I agree it's a low point in the game.

More recently, the Mary Jane and Miles portions of Spiderman. Poorly designed and virtually no fun (except maybe the part with MJ in Grand Central). Twice, I just turned off the game and came back later, and every single time, I sighed as soon as it happened.

Kerg3927:
I wouldn't say "bad." Because it's really an amazing masterpiece of designed misery and despair. But I'll go with Shrine of Amana in Dark Souls II. That place has literally made me want to cry before. It's ingenious.

You can't see your feet unless you walk really slow and squint to try to make out what's under water through the glare. And if you've never been there, and even if you have, it's easy to miss an underwater drop off... instant death. You can light a torch, which helps to see underwater, but there's a catch... it attracts all of the underwater monsters from nearby to come attack you at once. The place is littered with ranged caster mobs that do a fuckton of damage. You pretty much have to take them out with ranged, while dodging their shots, which is really tedious. But if you rush them, you're likely to get adds and ganked. And you can't pull them to you. They just stand in one spot and shoot at you.

Shrine of Amana > Blighttown, IMO, as far as misery and despair goes.

Its those ranged casters that really take the cake. You can't dodge anything incase of instant death. Those poison pea shooter where terrible in Blightown though... but at least they didnt come back

trunkage:

Kerg3927:
I wouldn't say "bad." Because it's really an amazing masterpiece of designed misery and despair. But I'll go with Shrine of Amana in Dark Souls II. That place has literally made me want to cry before. It's ingenious.

You can't see your feet unless you walk really slow and squint to try to make out what's under water through the glare. And if you've never been there, and even if you have, it's easy to miss an underwater drop off... instant death. You can light a torch, which helps to see underwater, but there's a catch... it attracts all of the underwater monsters from nearby to come attack you at once. The place is littered with ranged caster mobs that do a fuckton of damage. You pretty much have to take them out with ranged, while dodging their shots, which is really tedious. But if you rush them, you're likely to get adds and ganked. And you can't pull them to you. They just stand in one spot and shoot at you.

Shrine of Amana > Blighttown, IMO, as far as misery and despair goes.

Its those ranged casters that really take the cake. You can't dodge anything incase of instant death. Those poison pea shooter where terrible in Blightown though... but at least they didnt come back

Yeah, the toxic blowgun guys in Blighttown are brutal the first time encountered. Not so bad on subsequent playthroughs when you know to bring some Blooming Purple Moss with you.

Dalisclock:
The Micolash fight in Bloodborne. I'll gripe about some of the other bosses, such as the Gank Squad just before you reach Bergenworth, but Micolash is so damn obnoxious and just getting him to the point you can really fight him in an exercise in frustration.

So much this.

There is no excuse for Micolash. He isn't even difficult (or particularly interesting) when you fight after finally catching up with him. It's all the RNG of which hallway he runs down.

That is, *if* he lets you fight in the 2nd part... I've had runs where he never stops running away, all the way to death (after who knows how long chasing and getting in one hit every once in a while).

As much as I love the first Max Payne game the blood maze portions in it is in my opinion some of the worst level design I have ever played through. You have to essentially balance yourself on these blood trails that includes jumping from blood trail to blood trail and certain points and going slightly in either direction or missing the jumps causes you to have to go essentially play the whole level again from the beginning.

I understand games are meant to be challenging and part of the fun comes from the challenge a game throws at you but these blood maze levels weren't challenging though. They were tedious, infuriating, and boring because of how easy they were to fail and how far back you went in the level when you failed.

Generally speaking any and all boss fights, but particularly those in the current crop of Wolfenstein games, and *particularly* particularly the London Monitor from New Order. Boss fights are a bit of a personal gripe of mine anyway, but the ones in the new Wolfenstein games really take the biscuit.

Belaam:
More recently, the Mary Jane and Miles portions of Spiderman. Poorly designed and virtually no fun (except maybe the part with MJ in Grand Central). Twice, I just turned off the game and came back later, and every single time, I sighed as soon as it happened.

I came on to say exactly the same thing. The stealth sections add noting to the game and I'm not sure why I have to do them as Miles. Is he important to Spider-Man lore or something? But I did get a funny glitch in the Tombstone chopshop. I had turned the game off the night before just as it started and when I restarted the game the following night, Spider-Man spawned in instead. Made me chuckle anyway.

The Grand Central bit was fun though, distracting the guards so Spider-Man could pick them off was something a bit different. More of that and less of the other stealth and I wouldn't mentally groan when they popped up.

Bat Vader:
As much as I love the first Max Payne game the blood maze portions in it is in my opinion some of the worst level design I have ever played through. You have to essentially balance yourself on these blood trails that includes jumping from blood trail to blood trail and certain points and going slightly in either direction or missing the jumps causes you to have to go essentially play the whole level again from the beginning.

I understand games are meant to be challenging and part of the fun comes from the challenge a game throws at you but these blood maze levels weren't challenging though. They were tedious, infuriating, and boring because of how easy they were to fail and how far back you went in the level when you failed.

I hated the blood trail section as a kid. I remember it taking me about 45 minutes to beat it. It's why I really don't want to play the first Max Payne anymore.

I think most people agree that the level 'the library' in Halo CE is much too repetitive and as a result it can be difficult to get your bearings and know where you are and whether you are going in circles.

Pseudonym:
I think most people agree that the level 'the library' in Halo CE is much too repetitive and as a result it can be difficult to get your bearings and know where you are and whether you are going in circles.

I ended up quitting Halo 1 because of The Library; it wasn't until after Halo 2 launched and I got badass enough at the multiplayer that I found the guts to go back and try The Library again to finally finish Halo 1.

CoCage:

Bat Vader:
As much as I love the first Max Payne game the blood maze portions in it is in my opinion some of the worst level design I have ever played through. You have to essentially balance yourself on these blood trails that includes jumping from blood trail to blood trail and certain points and going slightly in either direction or missing the jumps causes you to have to go essentially play the whole level again from the beginning.

I understand games are meant to be challenging and part of the fun comes from the challenge a game throws at you but these blood maze levels weren't challenging though. They were tedious, infuriating, and boring because of how easy they were to fail and how far back you went in the level when you failed.

I hated the blood trail section as a kid. I remember it taking me about 45 minutes to beat it. It's why I really don't want to play the first Max Payne anymore.

I'd forgotten the damn blood trail parts of the game. I mean, I had until it got mentioned on Outside XBOX a couple days ago. Yeah, that is very much the most dreaded part of that game for me. The first one isn't so bad but it gets worse the more you do it. And the crying baby really doesn't help(especially if you have an actual baby in your home, so crying quickly becomes one of the most irritating sounds ever).

I dunno if I'd call Senran Kagura: Estival Versus a great game, but it's well enough put together, the characters range from decent to hilarious, and it's got its moments. Plus, it's a Dynasty Warriors game that not about ancient China or sengoku Japan, so that's nice. I wouldn't have 12 YouTube videos playing it if I thought it was bad, and I'm planning on finishing the game at some point.

Unfortunately, one of its moments is four episodes in the middle of the main story where one character uses her body-snatching powers to sexually assault two other characters, and all she gets a near literal slap on the wrist for it. Kinda killed the mood. Someone else being in control of my mind/body is the closest thing I've got to a phobia.

After several playthroughs as Dexterity and Strength builds, I'm playing as an Intelligence build for the first time in Dark Souls, and I must say, I'm finding it a pretty underwhelming because of how limited your options are. Of the few catalysts there are, the best are all basically endgame. There are very few truly effective sorceries, but they're all pretty much the same and eventually rendered obsolete when you find the stronger version of it (albeit with fewer casts,) and like the catalysts, the best ones are nigh end game. Few useful items scale with INT and many of the INT items are as crippling as they are useful, i.e.: the Dusk Crown ring grants additional casts, but halves your HP, Tin Crystallization Catalysts halves your casts, etc. The lack of being able to aim your spells without locking on means you have to get [usually] within aggro range which defeats the purpose of playing a ranged character and makes the application of the stronger spells (with longer cast times) mostly a fool's errand.. The Intelligence build is basically just another flavor of a STR/DEX build with a couple added ranged attacks and not the completely different playstyle I was hoping to experience. Or perhaps it's better suited to NG+ when you actually have a variety of powerful spells before the latter half of the game.

I've got one word for anyone who's played Okami: "Blockhead".

To defeat a Blockhead you have to play a little memory minigame. A series of dots (the hardest variant has 8) appear on the screen and then disappear. It is then up to you to remember their location and put down a dot at each location with the celestial brush. Doesn't sound so hard, right? Well, there's little in the way of visual reference points, you have to be relatively accurate in your strokes and you have to remember not only the location each appeared in but the order in which they appeared...and the time elapsed from when the first appears to when they all disappear is a grand total of three seconds. If you mess up, the pattern changes, so trial and error doesn't work.

Tellingly, the general advice for dealing with Blockheads can reasonably be summed up as "cheat", and that advice is apparently considered all but required for Blockhead Grande (the final one with the aforementioned 8 points to remember). The advice is literally to use a camera to record the appearance, mark the screen with a highlighter or marker (supposedly not possible for Blockhead Grande, for whom 8 points appear), or split the memorization with a friend or two.

On the whole I love Okami, but the blockhead minigame should never have made it off the cutting room floor.

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