Stuff you hate in games

In TF2: servers with unnecessary add-ons and affects.

well, get posting.

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Timed missions where I'm expected to frantically get through an area I've never seen before. Less of an issue if the area is linear, more of an issue if it's extremely open-ended and doesn't have any indicators of where to go.

Escort missions, where the AI of the escort is braindead and more liable to get itself killed than anything else.

Timed escort missions, where the AI of the escort mission is getting itself killed while I'm frantically trying to figure out where I'm going.

Stealth segments. Well, some stealth segments. I dislike the ones where I'm expected to get through a whole gauntlet without being spotted once, as being spotted is an instant-fail condition (with the punishment either being a Game Over or being forced back to the start). On the other hand, I loved the ones in the Batman: Arkham [Noun] series, where the punishment for being spotted is relatively low, and you're doing more hunting than being hunted.

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Shadow Hog said:

Stealth segments. Well, some stealth segments. I dislike the ones where I'm expected to get through a whole gauntlet without being spotted once, as being spotted is an instant-fail condition (with the punishment either being a Game Over or being forced back to the start). On the other hand, I loved the ones in the Batman: Arkham [Noun] series, where the punishment for being spotted is relatively low, and you're doing more hunting than being hunted.

Operation Flashpoint stealth missions were pretty okay, where you still can complete your mission, but it can turn nightmare, especially if you get caught too soon.

Anyway. QTEs. Fuck 'em. Especially, if they are dropped every moment, every time. (In reality, I am okay with them as long as they are sparse and reasonable.)

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Shadow Hog said:

Stealth segments. Well, some stealth segments. I dislike the ones where I'm expected to get through a whole gauntlet without being spotted once, as being spotted is an instant-fail condition (with the punishment either being a Game Over or being forced back to the start).


I immediately thought of "Playing Judas" from Freespace when I saw this, even if it isn't necessarily "whole gauntlet".

overall though, I just hate games that have extreme difficulty spikes (going from very easy to very hard in just a few levels).

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Stealth missions where blowing your cover results in an instant game over. Even in the case that there is absolutely no possible way to complete the mission after blowing your cover, I want the chance to at least go down fighting. Send in endless waves of supersoldiers or whatever if you have to ensure there's no possible way for the player to get by, but I hate when cover blown = character throwing his hands in the air and giving up, or worse, just cutting to a game over screen. I remember in particular there was one stealth mission in Jedi Knight II that infuriated the hell out of me, because it was just so out of character for the main character to give up, regardless of the odds. I guess that's why they made it an instant lose - they knew if the players could fight their way through, they would, and then there'd be no point to having a stealth section, but I think that just points to the flaw of having a stealth section in the first place - why include it if it clearly doesn't fit the game or character?

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I played a Mario game on the DS (can't recall the title) that featured a lengthy hand-holding session with lots of dialogue every time I encountered something new. Granted, this particular game added a host of new moves that would be difficult to execute without prior knowledge, but it's a Mario game. I expected to jump right in and figure it out as I played.

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Regenerating health

DLC

Too much story and too many cutscenes, or at least not letting you remain in control during story parts

Iron sights

MOBAs

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Overpowered bosses whose attacks cannot be avoided, and can only be beaten if you come with enough health. Heretic 2 is a bad example, with a ridiculously majestic boss at the beginning, who has an undodgeable lazer attack. I had to stop the journey there, because when I encountered the boss, I had like 40% health and no other vials in the level.

When a game has a shareware boss, and the only other boss is the final boss, with a long and monotonous series of regular levels between them. Quake and Descent are bad examples.

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Boss fights where there's some particular "trick" you have to pull off to win. The Cyberdemon in Doom 3 is an example. Doom II MAP30 would be another.

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yukib1t said:

Regenerating health

DLC


Another vote for regenerating health and downloadable content (ESPECIALLY the kind that gives you the upper hand online OR is required to play the game.) Both are complete bullshit.

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I find scenarios that lock up the controls on you to be very frustrating to me. I've been playing Twisted Metal for the PS3 and have wanted to put the controller through the TV several times when an opponent either shut my engine off or a group of cars dog-piled me, making getting out of a group of car/barriers very slow and tedious. I also tend not to play fighting games for this reason.

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I hate if the game doesn't run smoothly, for whatever reason (including long-lasting autosaves during the game). I am willing to sacrifice good visuals, details, effects and screen resolution to the lowest possible level to get rid of lagging. I'm pissed off when the game lags even then. RoTT 2013 and Wrack betrayed me in this aspect. Generally I can hardly enjoy any modern games for this reason, true, my computer might not be the best. But it doesn't matter as I'm quite happy with my Doom and all its mods.

Regarding to the topic question as it was meant, the games's features that I'm unsatisfied with:

Contraproductively-helpful NPCs.
Dumbly easy "challenge".
Being treated like an idiot. (see the 2 points below)
Unnecessarily long explanations / intro scenes of every little gameplay element or the game controls.
Being treated like someone whose behaviour is purely driven by instincts on the most basic level (A goodie -> must grab it now! A foe - > must shoot it now!), intelligence and curiosity aren't considered.
Unexpected dying of my character due to unpredictable or random sudden actions, and a "challenge" based on a possibility of this happening. (for example a slow moving enemy who suddenly decides to attack and you're immediately badly hurt, you cannot do nothing but to pray for a luck)
Challenge based on my endurance (gets tedious, like when it takes too long to kill one enemy).
Generally, unnecessary prolongations.
Long loading screens, specially if they're frequent.
As printz said, boss fights where you literally cannot avoid taking damage (unless I'm super-mistakelessly camping). Most ZDoom bosses disappoint me a lot for this reason.
Stealth missions where I must not be seen by some NPC(s).

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Breezeep said:

In TF2: servers with unnecessary add-ons and affects.

well, get posting.


Oh no. You've got me started. TF2 servers specifically? Moon physics on servers. No krit servers when that's how the game is setup. No spawn time vs excessive spawn time. No spawn time makes it so defense can always stay trenched. 0 tour soldiers on Mannworks expert. People not listening on expert MVM. You will not make it through if you don't listen if you go popping medics for being a dumbass. Pyros airblasting bomb carriers into non death pits that result in the bomb carriers charging the bomb and coming back with a supercharged cluster of enemies. Soldiers that don't realize the higher you are, the better the splash damage. Heavies that don't realize the higher they are the more they'll miss.

Non TF2 related.

Cut scenes to often, like in Hydrophobia has a lot of quick cutscenes in the beginning. Terminatior Salvation is awful with them too.

MOBAS.

Games where a mission lasts 2 hours with no save or no checkpoint and its mandatory! If you die, you start all over.

Time limits without telling you there's a time limit. Fine print somewhere.

Games that are pretty easy and fun.... until the final boss that's just a giant pain in the ass.

MOST games with a story. I'd just rather play the fucking game. That's why I'm playing a game right? Maybe after I've satisfied my hunger with the game I'll get thirsty for a story. Even RPGs.

Games that people say are indie games... yet published by big name publishers like Shank for instance. Yep sure is indie.

Games without Steam achievements. I can understand if a game was made before Steam era, but otherwise its just silly not to include them. What's WORSE is 'Steam editions' that have no Steam achievements. I'm looking at you Tropico 3 & 4.

Clones or rip offs of other games if not using the same code instead of offering something fresh or being similar to a game. Such as Cities XL and Sim City are similar, but they are their own games. However, Spelunky and 99 Levels to Hell one is just a blunt rip off if not stolen code. Another example is Samphi seems to have ripped of Teraria's code.

Dual Stick platformers drive me nuts. I'd much rather have 8 way shooting ala Contra or just play a dual stick shooter like Asteroids. It also makes me feel like I'll wear out the triggers using them as jump buttons.

Half Life 2's non skippable non cut scenes. Oh its so cool how they always look at you! Wow... until you play it for the 2nd time.

Games where the NPCs don't look at you. Watching Duke Nukem Forever and Alien Colonial Marines yelling at you.... when you're behind them doesn't help to immerse me. Nothing really ever helps to immerse me. I'm well aware I have other shit to do outside of the game.

Enemy AI actually being smart enough to flank you and do interesting things... YET all of the levels are simply straight forward shooting galleries. So the enemies are dead.

Weak weapons. As in weak sounds or when you shoot the enemies they do nothing except maybe drop.

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I absolutely hate and detest tutorials and tutorial levels. I have come to a point in which i stop playing any game which forces me to play a damn irrelevant thing like that. At least make them 100 percent deniable without losing some 'special' or 'status' because you skipped it.

But i am at a crossroad in this, although i might not like that, and i just run into every game possible like shooters and fighters and understand all in a second, i know there are people whom really need a tutorial or they would never understand it. although i am barely able to understand what young person would not understand how to shoot walk and activate in something like COD or any other modern shooter, rpg, fighter, etc...

The other thing i hate beyond belief, are games whom on medium or low look like something from the early 2000's and still need a super computer because of the insane texture streaming and highly probable not one tiny bit of optimization being done anymore.

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Breezeep said:

In TF2: servers with unnecessary add-ons and affects.

well, get posting.

I keep checking every once in a while to see if anyone's running vanilla servers (with no hats or alt weapons), but I'm continually disappointed. TF2 used to be fun, now it's an over-complicated mess.

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Bucket said:

I keep checking every once in a while to see if anyone's running vanilla servers (with no hats or alt weapons), but I'm continually disappointed. TF2 used to be fun, now it's an over-complicated mess.


I'm usually the guy not wearing hats or anything. People think I'm a newb. Then they check my pack.

Oh another thing annoying with TF2 lately not related to players. The MVM leaf or whatever it is that Romanizes stuff. That Romanization creates some sort of lag. Maybe its more polygons or whatever.

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fraggle said:

Boss fights where there's some particular "trick" you have to pull off to win. The Cyberdemon in Doom 3 is an example. Doom II MAP30 would be another.

i thought the Cyberdemon was vulnerable to weapon fire if you hit it enough times? or is it invulnerable nonetheless?

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PC games that have controller support.... but make you use the mouse for the menu.

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Definitely DLCs. That stuff is bullshit.

Micro-transactions. I don't play games with micro-transactions in them, for obvious reasons since no self-respecting platformer/RPG would dare have micro-transactions in them.

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printz said:

Overpowered bosses whose attacks cannot be avoided, and can only be beaten if you come with enough health. Heretic 2 is a bad example, with a ridiculously majestic boss at the beginning, who has an undodgeable lazer attack. I had to stop the journey there, because when I encountered the boss, I had like 40% health and no other vials in the level.

When a game has a shareware boss, and the only other boss is the final boss, with a long and monotonous series of regular levels between them. Quake and Descent are bad examples.


i guess the vores could be considered bosses. who knows. lol. and shub-niggurath really isn't a boss. she has no way to attack you and once all the monsters are dead the only way to die is by the lava.

@Fraggle: those bosses are called puzzle bosses.

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I usually hate sewers and swamps. They almost always include annoying monsters such as insects (bees make annoying noise), small fishes (usually hidden in muddy water) and bats (master trole, always flees to the roof and holes just to piss on you). Most of the time explosives is the only solution. I guess fleeing monsters in general, like fallens in Diablo 2.

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DRM/SteamDRM, senseless streamlining, regenhealth, two weapon limit, no modability nor map editors, unskippable cutscenes.

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Non skippable tutorial levels. Many PS2 games suffer from this, obliging you to perform every move in the game before letting you actually play.

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Looper said:

I usually hate sewers and swamps. They almost always include annoying monsters such as insects (bees make annoying noise), small fishes (usually hidden in muddy water) and bats (master trole, always flees to the roof and holes just to piss on you). Most of the time explosives is the only solution. I guess fleeing monsters in general, like fallens in Diablo 2.


Dai Katana

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Some of these were already mentioned, but: Cutscenes you can't skip, Menus that drag on and on and on, FPS games where you cant change the controls (consoles are really bad about this shit) and I'm sure there's more out there.

GoatLord said:

it's a Mario game. I expected to jump right in and figure it out as I played.

I've kinda given up on Mario in recent years. Everything from 2007 back was awesome, though.

fraggle said:

Boss fights where there's some particular "trick" you have to pull off to win. The Cyberdemon in Doom 3 is an example. Doom II MAP30 would be another.

I love this kind of stuff!

EDIT:

FireFish said:

I absolutely hate and detest tutorials and tutorial levels. I have come to a point in which i stop playing any game which forces me to play a damn irrelevant thing like that.

Holy shit, THIS. Tutorial levels = lazy game design, there's no two ways about it. The tutorial level should NOT feel like a tutorial, it should simply teach you how the game works through design, no dialogue boxes needed. (See: Doom, old Mario games, Mega Man X, Castlevania, and nearly every other good game..)

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I remember Mario vs Donkey Kong. Every level offered something new and at the start of each level was a little tutorials.

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