Phobus
Senior Member

Posts: 1482
Registered: 10-06 |
One thing I'm discovering with my /newstuff reviewing is that I actually am quite easy to please. I do have one or two proper dislikes though, which are as follows:
-Being starved of health, but under constant threat of being picked off by damaging floors or hitscanners (chaingunners in particular). As I use save games in long or difficult levels I tend to end up in low health positions fairly often where I have to beat the next part through trial and error. I don't mind these as long as it's not impossible for me to continue and I can rely on getting at least a little health soon. It's when that health isn't available and it's far too easy to lose health that it becomes a problem.
-Teleporters being used to put the player in a definite damage situation. I can live with opening up a door to find out holding a rocket launcher wasn't a good idea due to the enemy waiting on the other side. Likewise, due to the trial and error nature of my playing experience, traps that are highly lethal unless you know they're coming or react very quickly are fine by me. However, when you're teleported into a situation that has you surrounded by already-active monsters (who are then likely to instantly hit you) that strikes me as cheap. Likewise, having monsters teleport right next to the player with no warning or obvious trigger also seems too unfair.
-Inordinate numbers of monsters. Whilst I don't mind slaughtering the odd army with my endless firepower, this process does get boring fast. Particularly in a large, open arena where I'm not under any real threat as long as I hang back or keep moving. When your map is only taking me a long time to beat because it's a constant meat grind, then the gameplay experience is a chore.
I'll also note that completely illogical progression (like having to walk over a certain, unmarked linedef, or having to 'use' or shoot a very specific bit of wall that is indistinguishable from the other walls) is also not cool. I don't mind switch hunts, levels that need exploration or even having no idea what a switch has done when it's first pressed, as long as I can work out the next step without needing to consult the level editor.
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