"Maybe I should try my Focus?" "My Focus can help here!" "I wonder if my Focus would show anything helpful?" "I should use my Focus." "Why don't I try my Focus here?"
@@chexmixkitty Or when you simply walk around the room and loot stuff, and the game keeps annoying you as if you were stuck (and then at other times, you might actually be stuck, and the game is just silent). Both Horizon games were pretty annoying about it (hence my original comment) with Forbidden West being the worse of the two, but also Ragnarok or the Last of Us Part 1 (I never played the original, so I have no idea if it was also so eager to handhold you all the time).
Buy battlepass, Buy multiplayer version otherwise no multiplayer for you, buy this bundle, buy that bundle, buy this dlc because base game is pretty much basic. Soooooo annoying
The best flashlight implementation IMO is the original Left 4 Dead. The first game is overall happening in night time / dark environment (unlike the sequel where it's mostly in day time), so having a flashlight is a no-brainer, but Valve decided to attach the light to the guns, so during some animation when the gun isn't pointing forward (like reloading) you will lose the visual unless a teammate is lighting it up for you, which actually adds something to the gameplay rather than just annoyance.
I agree. Also, you have the ability to toggle the light on and off when needed against some enemies, like witches. Having to manage its use makes it an integral part of the game you can't just forget about.
@@notproductiveproductions3504 not gonna lie mate it changed my life. Often I lost hours of time because my mum unplugged the ps1 when I was young. Crash bandicoot, I was terrible at saving.
The pressure sensitive buttons where nice for driving/racing games. You could actually control the amount of throttle and braking in some racing games of that generation.
Exactly, and take GTA San Andreas - on the PS2 you could cruise in a car, control the the throttle - now try that on a keayboard! Also I was delighted to uncover the benefits of the pressure buttons playing Gram Turismo 4. I love those, and no gameranx, those are not stupid. Jspanese developers may do things without a reason sometimes, just for fun, but they never implement an important feature that does damage to the player...
@@keeganlafferty1395 agreed, the most epic and mesmerising slow motion intro. That opening symphonic music that turns into the fast racing segment with Van Halen playing in the background to top it all off. The absolute GOAT Gran Turismo game, just add these quality engine sounds finally available only in the the latest generation of GT, and perhaps add this GT7 style livery editor and parts customizations, and there you have it, the ultimate undisputable mother of all Gran Turismos :D With simple modern graphic and texture reskins applied to a hypothetical GT4 remaster, GT Sport and GT7 wouldn't even come close. Such a shame to have GT7 be so refined in the way of driving, sound and aesthetics, but having such awkward and hollow career/single player quality of life. Here's hoping they just make some miracles with a couple of capital updates, and we'll see.. but for now, Gran Turismo 4 is also my first and only love :D cheers!
@@keeganlafferty1395 exactly. And GT7 with its extremely underwhelming single player experience... if they don't put in a mass of effort to make the career more rich in future updates, then gt7 will end up as just a juicy upgrade to f...kin GT SPORT. I cannot keep grinding Sardegna a hundred times a week only so I would buy a 10 million credit legend car and for what??😒
I have a theory that Hitman Absolution wasn't originally planned to be a Hitman game. If you go all out guns blazing the game becomes incredibly fun. The shooting and cover mechanics in that game are top notch.
@@stageiiwappie950nah, I think the intent was to make a spin-off that they ended up just tying to the mainline. It has all of the bits you'd expect from a third person shooter done really well and the og hit man stuff kinda tacked on. I think the fans unintentionally made it bad, as they were the reason it ended up more in line with the originals. I'm like 98% sure it was just a TPS a before the fan backlash which resulted in it being a bad hit man game, but still a very fun TPS. When I played it that's how I played it and I loved it
@@Jiub_SN Yes i was one of them. At the time i thought whole franchise would be doomed. The reboot was so nice to see. I still have the opinion it should not have been part of hitman series, but a spinoff title with a different name at that time to make it clear, that would be ok like Agent47 absolution or something. I played also played since the original hitman 1 on PC
I especially hate QTEs that happen in the middle of a boss fight. You e.g. drain the boss of half of their energy and then suddenly there is a QTE. If you fail, you die and have to repeat the whole fight from the beginning.
I hate the final boss fights That are ONLY QTE's. Let me defeat them down to the last sliver. The same way as I have been playing, in the last 40 hours of gameplay.
@@FederalBureau_OfInvestigations yeah i hate QTE thank blardy god they took it out of the new GOW, like gimme a break, give me a breather, let me enjoy the cutscene hahaha
That sneeze mechanic is actually just harmless enough and sounds infrequent enough to be hilarious. Just explaining it to someone, "be careful, that guy might sneeze on you" is so absurd sounding that it wouldn't sound believable until it happens. Especially if the likelihood of being sneezed on is higher slightly if the NPC is wearing a certain color
I’m shocked that being forced to blink in alone in the dark (08) wasn’t included Someone really thought that having a dedicated blink button that needs to be pressed all the time would be a good idea Worse than that, they pitched it and enough people agreed for it to be put in it
oh, that reminds me of that crazy game "Manual Samuel." it not only had a Blink button, it had a BREATHE button that you had to press every few seconds! you could die from forgetting to breathe DURING A BATTLE!
Didn't they do something similar in SCP Containment Breach? Though ... at least it made sense in that game since one of the first monsters you encounter can only move when you break eye contact, so it's core game mechanic was tied into strategic blinking.
@@ericb3157 My friends made me play that game and it was hilariously frustrating. By the time I got to the final boss I was getting so livid with it I just wanted it to be done haha. The devil with his skateboard 🤣
Losing from your main character dying was actually the most annoying mechanic in any game thus making 70% of games forcing you back into a defensive position.
the fact that baldurs gate 3 doesnt have it means I can actually have fun playing the glass cannon without worrying about the "if I die, I lose" because game over only happens when everyone's dead, not just you.
I'm just here to say that the flashlight mecanic in Doom 3 was totally AWESOME. Not being able to actually see what was going on in front of you made the game a lot more scarier, sometimes you had to fire your gun to be able to see the enemies in the middle of darkness, firing at an enemy and at the same time using that light to look your surroundings and guess where the next enemy was going to strike from. I know this is not exactly what you look for in a Doom game, but it added a whole new survival-horror feeling to the game instead of it being just about action and gore.
I finished the game few months ago and you really feel that they designed some part of the game with that in mind. With a fixed flashlight there is literally no point.
@@jonathaningram8157 yep. the bfg edition adds a permanent flashlight that you can use while holding other guns, but it makes the game a whole lot easier and even boring in many parts
I’d say a very reviled game mechanic is critical choices that can change the narrative or story that aren’t hinted at or are deliberately designed to make you choose the wrong option. One of the worst for this is Resident Evil Revelations 2 where they is nothing to indicate that you need to switch to Moira in Episode 3 to get the best ending. The game basically guides you into using Claire and automatically locking you into the bad ending.
It's not a failure in design. And ofcourse choices are going to have consequences, only a child would think otherwise. The whole point of games having multiple endings is to increase replayability. And more often than not when played again a player is likely to make a different choice from previous playthrough which leads to new discoveries. Wanting games to lead you from choice to choice by hand is just boring as it takes away said discovery element.
@@MrEshah cool, but how are you supposed to know WHAT is going to affect the game endings in any capacity? Are you supposed to just replay it doing random stuff and hope that it will change the ending? That's the point, that's why it's a game design flaw. Ppl don't usually have time to replay a game dozens of times trying random shit and hoping that will have any effect on the game outcome
@@luisfilipe2747 Yep, such is the failure of RE Revelations 2. There is nothing in the game telling you that switching to Moira or not affects the ending. So you can play through multiple times without realizing what you need to do to change the ending.
Remember Monster Rancher?? I think it was a ps1 or 2 game, and you'd collect little monsters and creatures using Album CD's from various artists! Super cool game mechanic that i honestly wish more game would incorporate. I remember my brother in law had a metallica CD and it gave him like a black dragon or something awesome
Omfg I LOVED MH1 and 2! I'm so disappointed by the games afterward though. Graphics got better, but the pacing was so bad and all the charm from the previous games, doing side-jobs/training sessions and going on expeditions and missions, was lost...
I remember the first time I encountered QTE's in SHENMUE on Dreamcast. I thought it was pretty cool at the time because some of them just changed the story line if I remember correctly. Some were more dangerous than others , but I think that game made it work pretty well. DAMN I loved that game so much! And the fact that I never got around to playing the sequels really bugs me.
Having moments to decide how the story would progress is ok, but those qte that is required to survive with a stupid illogical button press is annoying. If I can disable it or set to auto complete, I will
Lol. I remember my friend had a QTE anime game for some obscure system in the mid 90s (remember those?) and I thought it was the coolest thing ever. Like the graphics were SO amazing. Lol. But then it wasn’t really a game at all.
@@murray821 Yes, that is the real problem. Having multiple choices to where the story is actually affected is fine. Everyone just associates QTE to being a pass/fail challenge. This is so frustrating by the developers who implement this so badly, even in big games. I want to make interesting choices. I dont want a test of how well I know the game control buttons.
Shenmue was really badass and I played it a ton. Going to work on the docks, catching the bus (literally!), and those were definitely plot affecting QTE’s that I’ve yet to see done in modern games.
Re #9: I recently played Detroit Become Human (awesome game!) which has some intense QTEs, but I was pleased to see they allow for some failures (and you can also reduce the QTE difficulty in the menu) so I thought they were pretty well implemented in the context of the game. Have not played Heavy Rain, though.. might check it out since I enjoyed Detroit so much.
If you enjoyed Detroit Become Human (ME TOO) and if you can look past the pretty terrible voice acting in Heavy Rain, it’ll be enjoyable for you. I really liked Heavy Rain and I found that’s somewhat of an unpopular opinion lol
For the GTA 5 stuff, playing with the dog through the app isn’t required for 100%, you just have to use the tennis ball that gets added to your weapon wheel and throw it and let chop fetch it to get that task done
Similar to the low health sound, Dark Cloud (an OG favorite of mine) has a REALLY annoying sound whenever your weapon's durability is low. This is even worse IMO because your weapon cannot be repaired if you don't have the right item on hand. There are two other options. Let it break permanently BUT be forced to listen to it until you find an enemy to hit which can be quite a while since sometimes you need to backtrack through long dungeons. The other is to swap to another (probably weaker) weapon and slog through the rest of the dungeon.
Also similar to the Legend of Zelda complaint, in the original Fable game the guildmaster would be in your ear saying, "YOUR HEALTH IS LOW" incessantly. God it was terrible.
I've always wondered how big gameranx's staff was. They always seemed like a smaller channel than some of the other bigger ones that put out way less content.
@@ダニエル-x5d yup I feel the same. They feel like they're a team of maybe 3 or 4 people at the front, perhaps 2 or 3 editors and they all think of scripts and help the process of keeping it daily. Definitely not as big (and stale) as ign and the likes. Love these guys infinity more. In fact, they're the only ones I check. I had another channel, similar to this but I lost em. I'll edit it in if I think of their name.
I hate it primarily because whether or not you land in a pit & die instantly & whether or not a checkpoint is nearby when it happens are entirely up to luck. It's arbitrary & doesn't make me wanna try again. Get hit by the same enemy in the same way for the same reason a smaller amount of times but die because a pit was nearby this time. Dumb.
Ikr? Farming the Schmoo SOTN is a pain because you'll be doing great and f i n a l l y get the Crissaegrim and then BAM, the stupid scarecrow knocks you into the previous room before you can pick it up. 45 more minutes of farming, if you're lucky.
Doom 3 has aged well imo. I replayed it after Scorn and enjoyed it. I think maybe since we got a good doom reboot people can be kinder to doom 3 now. It was a big disappointment for a lot of people at the time.
Came to the comments to say this! It was such a great mechanic, who gives a fuck if it doesn’t “make sense”, it’s a video game and it was a good mechanic in context of the gameplay.
Atomic Heart had some terrible QTEs specifically at the end of the game with the Twin fight. The button prompts only pop up on screen for half a second and when you die you can’t skip the cutscene at the beginning of the fight.
'Tripping' was also a mechanic in a 1998 PC game, 'Die by the Sword', in which it was triggered occasionally when trying to run across certain areas, such as when there's rocks or a slightly raised dais on the floor. The interesting thing about DBTS, though, was that you could still technically fight while lying on the floor, or even when hanging upside down, it was just a lot more difficult. But if you think it's annoying to trip in a multiplayer brawler, imagine it in a game where moving the mouse directly controls your sword arm and a single blow can be lethal. On the other hand, DBTS is the only game in which you can remove an orc's head with a single uppercut, provided you get the positioning perfect.
im with you on this, im a fan of Doom 3s flashlight implementation. they wouldnt have been the first game to put a flashlight on a gun, they knew what they were doing, but i guess i kind of understand why some people might not like it ( though i think theyre wrong lol)
The nice thing about the RE4 QTE's though is that they don't punish you for pressing the buttons at the wrong time. I literally mash all 4 options right before and during the moments where I know those QTEs are coming. It doesn't work that way for running away from the boulders and stuff, but on modern controllers, that part is much easier to do than it was on like PS2 controllers lol. So much more precision and responsiveness in modern controllers. I do remember how that boulders sometimes deterred me from replays though, as a child.
I don't remember having those issues on Metal gear. Pressure sensitive buttons are great for sports games, especially football. It helps you throw a bullet pass vs a Lob pass. Or let's you simply throw an under hand shovel pass to a close receiver. Pressure sensitive buttons are great for the football games.
I never had much problem with Doom 3's flashlight, I like the feel of going back and forth between weapons and the flashlight. That's why I prefer going back to the original Doom 3 over the BFG edition (plus I think the new light mechanic doesn't work nor look as great as the original flashlight's, well, light..)
In the absence of pressure-sensitive triggers, the pressure-sensitive face buttons really helped with racing games. Analogue triggers are better (and had already been done on the Dreamcast; Tokyo Extreme Racer is a blast), but I played a lot of Gran Turismo 4 and the face buttons felt fairly intuitive, enough that I felt I had some control over acceleration and braking besides on/off.
I do remember playing mgs3 on ps2 quite a bit but I can't remember having any issues with it's control scheme. And the pressure sensitive buttons were pretty nice with gran turismo indeed. But I could see the buttons becoming a liability if the controller is worn out and not necessarily accurate anymore.
Pressure sensitive buttons were awesome in gt 3,4 and tourist trophy. I play worse with triggers. And mgs2/3 were cool when using light press to threaten.
I found MGS2 and 3 unplayable on the Xbox. The pressure sensitive buttons were a mechanic of the game on PlayStation that was completely missing from Xbox. Walking for example. Using the d pad to walk instead of slightly tilting the stick allowed “quieter” and more effective movement for sneaking up behind guards. If you slightly tilt the stick, they will hear you. Also the ability to aim without having to shoot or unequip the weapon so it didn’t fire was groundbreaking. It was a necessary mechanic in my opinion.
Once I understood the mechanic, I actually enjoyed the pressure sensitivity for the Metal Gear Solid games. It was actually one of the biggest issues I had with the Xbox version, because as far as I could tell it was a direct port which made it extremely difficult to hold people up, because you would always shoot them. It made it especially difficult to get dog tags and Metal Gear 2. However, as a counter point or maybe possible solution, I could see adding a potential remap if needed (maybe something similar to the accessibility options) or a calibration feature so people can set their personal pressure for a light and hard button pressing. Also, you want to know a rough game with button sensitivity, try playing Mad Maestro. That game was far more punishing as far as gameplay goes compared to Metal Gear in my opinion.
Oh, sounds like an xbox thing. Played it on PS2 and had literally 0 problems with it and is also one of my fave mechanics. I can imagine xbox controllers at the time woulda struggled.
he doesn't even describe the mechanic correctly. it's clear he doesn't know what he's talking about. you hold the button to aim, lightly release to put the gun away without shooting. it works just fine
Yakuza’s mechanic makes sense in the gameplay since each fight is basically the main character imagining the exciting fights so if he’s out cold he isn’t aware of what’s going on. Still annoying AF but I can appreciate the leap of logic.
What I hate about QTEs is that, I cant pay attention to whats happening on the screen during the events because Im constantly looking around for when the next popup will happen. That, or the QTE is a huge eyesore in the middle of the screen where the action is happening. It lets you act during the cinematic, but I cant actually see or pay attention to the cinematic at the same time. I never really had an issue with QTEs at first, but then it became a problem when games started using them ALL THE TIME. Before it was a niche and kinda cool little thing that felt like you were playing during the cutscene cause you were performing actions the game wanting during cinematics, but eventually it got too much. Like, I actually didnt mind the QTEs in original God of War.
Exactly. I played through Fahrenheit, and that was my biggest problem with it. Couldn't really focus on the action many times. That was the first and last game I played of that genre, and I don't welcome QTEs in any game since then. Also because it's just not a fun mechanic.
*DOOM 3* When this game was originally released, another game called *OBSCURE* was released at the same time. In that Survival Horror, your characters had the ability to tape flashlights to their guns. And oh yes, did game journalists have a field day mentioning that fact whenever talking about DOOM 3.
Videos like this make me think that everyone cares a lot more than I do about things. I just pretty much enjoy things for what they are. That being said, I agree with most of the points. Although QTEs have never bothered me like they bother others.
Preach brother. I kind of like QTEs. I’ve definitely seen some very unnecessary ones in the last gen but when they were rare I thought they were a blast.
people like you are annoying with all due respect, if you agree with the list than these things annoys you too so i really don't see the point of commenting this, this whole ''i enjoy things for what they are'' i just think it doesn't fit in this situation
Time based missions. Things I need to accomplish within a certain time limit or stuff only available at a certain time in a game and the game doesn't inform me accordingly.
I love the soul memory in DS2 because getting 1 million opens the path to Drangleic without fighting Feja because I’m scared of spiders and I don’t play multiplayer
never had a problem with pressure sensitive buttons in metal gear. they're incredibly simple as you explained yourself; if you want to aim, you lightly press the button. if you want to fire, you press harder. not complicated. and if your fine motor skills are good enough to play video games to begin with, pressing a button lightly or harder shouldn't be difficult. in fact, i remember playing mgs2 on the ps2 and never had a problem with the pressure sensitive buttons. and i collected all the dog tags on every difficulty level (collecting dog dogs requires you to hold up guards by aiming your gun at them, i.e. lightly pressing the button)
The flashlight from Doom 3 was very cool, it was the vibe, demons lighted everything up~ Strapping a dozen flashlights to a dozen weapons doesn't make more sense to me 🤷♀
I'm a long, long running gamer and honestly don't play as much short of playing on PC now and then (consoles...meh, it's been a while), but I never loose touch thanks to Falcon. Appreciate you, bro.
Man, the main character dying = game over is such a pain. I remember playing Persona 4 Golden and the Reaper could just focus down the MC and it'd be game over even though you still had 3 healthy party members. Especially with all the attacks in that game that had randomly distributed hits. Like a 10 hit attack but the hits are random. You get unlucky with the spread and instead of it being like 2-3-3-2 or something (10 hits for 4 party members) it'd be like 5-2-2-1 and MC is just toast.
This concept is so funny, it's like once the MC is dead, the other party members go "oh, MC is dead, I guess we just walk away like nothing happened." lol
@@XENOS_Indie_Game_Dev Persona always has a specific reason as to why you get a game over when the MC falls. Humanity fails some kind of trial usually, and that causes the end of the world.
In games like Persona and Yakuza 7, there's actually some game design logic to it. Usually, your MC is the strongest character on the team. Great stats, extremely versatile, has access to the most powerful abilities in the game. Most characters are only good at one or two things, but your MC is good at physical combat, magic, buffs, healing... They're somewhat balanced by the fact that you can't afford to be too hyper aggressive with them. Ichiban in Yakuza has access to buffs, healing, and even one that prevents the next would-be fatal blow on him later that combat, but you have to waste one of his valuable turns and wait to use the busted summons only he has access to. Same thing with Persona protags, they're capable of fusing the best personas in the game with no exploitable weaknesses, while the rest of your party has at least one each. That one fatal flaw keeps them a bit balanced
Also a bad mechanic is the rubber banding in certain NFS games that are just insane, probably in some other racegames aswell. I get why it excists, but sometimes it feels so wrong when your in the lead and then the car is held back and AI is right on your tail to overtake you.
It has been a while since I played it, but wasn't the weapon assigned to the left and a plasmid to the right mouse button and you could swap just by clicking the button?
Doom 3's flashlight mechanic was a really good idea, it added so much to the horror factor. It's like the OG Resident Evil 4 aiming where you had to stop if you wanted to shoot/aim, it was much more stressful but in a good way
blizzard did not shut the auction house down because it wasnt generating enough money. they shut it down because someone figured a way to spoof the server.
In a recent interview they didn’t wanted to go through with it, but they thought it would get backlash if they skip the rmah after advertising it. They regretted it ever since. I always knew it would screw up the item drop rate because of the ah. But nobody believed me.
Was glad the low health noises got mentioned at the end. The whole video, all I could think was the Guildmaster telling me I had low health in the first Fable. I was honestly surprised it didn't go number 1. They even knew how annoying it was by eluding to it in a book in the 2nd game that said when the Heroes Guild was raided after the events of the first game, the Guildmaster was found with the words "your health is low" carved into his head! 😂
I agree, but I guess maybe we are in the minority? For the people who hate them I just don't understand why they talk about them as if they were stuck at some part of a game for hours because of them. Unless I am remembering incorrectly most QTEs stay the same so even if you fail it you should know what to expect next time.
Sometimes I personally like to fail to see what happens. Honestly one of my favorite experiences was during RE5 in co-op mode, since both players had their own QTE moments which made for some very entertaining gameplay. The only ones I don't like will probably have more to do with checkpoint systems than the event itself. Or if it's a finger breaking QTE, like rapid mashing (See Metal Gear Solid 1 and 2)
I don’t super hate them but playing Until Dawn was a damn nightmare because you never knew when they’d suddenly kick in with no warning and messing it up would be a character killing moment, which isn’t something you could undo. It was just, ‘yep, that main character is now dead and your heretofore perfect play through is ruined’.
In VR, "very lightly" pressing the trigger buttons to close your fingers in games like Skyrim VR or Fallout 4 VR (modded), just so you can punch your enemies with a closed fist with the brawl mechanic. The problem is that it requires you to press so lightly it's like 1mm of a press. Anything past that and you end up accidentally equipping your sword or gun because the trigger press also serves as the Equip Weapon button. This means you almost always will end up shooting or slashing your target instead and turn friendly bar brawls (Skyrim) into actual murder.
5:20 why are there no flashlights in Fallout? The VAST majority of people in the world do not have PipBoys. Wouldnt it make sense they'd carry flashlights around? or even attach them to their weapons? At least Fallout 4 had the good sense to introduce mining helmets, but they provide very weak protection in a world filled with heavy weapons and heavier monsters.
My top 3 for this are: 1) Quick time events with inconsistent button presses 2) Forced walking sections 3) Unskippable cutscenes For the first one, RE4 had this problem in the original version. The 2 quicktime event button presses were either both triggers, or X + A on the xbox controller. But they weren't consistent for whatever action it was, it was randomized. RE4 remake fixed this by making it one button everytime, the B button, so it actually is more of a quick time REACTION to the player and not press random buttons and hope its the right ones.
For cutscenes, I think they only need to be skip-able the second time. Would reduce the amount of people always skipping cutscenes and then being confused and calling the story "incoherent". Apparently that's a thing.
Unskippable cutscenes are the worst. The first time I played Mass Effect 1 I had a really hard time with the boss fight and that fight had a long unskippable cutscene in the middle of the fight.
Unpopular opinion maybe but I hate how every shooter now using aiming down the sights. I like the old shooter games where that stupid crap wasn't even a thing.
For QTEs, I always check the accessibility options first to check if there is option to auto-pass them - I just hate QTEs so much. A recent example with annoying ones is Callisto Protocol.
The most logical RPGs where the main character going down is a game over would be games from the mainline Shin Megami Tensei series. Nocturne in particular has a pretty solid logic, since you're kind of controlling a party of demons who genuinely do not care about you, so if you die, they'd probably just go "huh, guess that guy was too weak after all" and be on their marry way.
Ah app integration. I do remember buying Secret Agenda for the amazing idea I thought was going to be lovely...until it started always crashing and refusing to work on my own phone.
If y'all ever do a video on coolest mechanics, Lost Planet 3 had a system where your mech would play *your* music from your Windows Media Player library, and you could make playlists in WMP and your mech would automatically have it ingame, complete with integration with game world. Final boss fight in your mech? Let's play some Bangarang. Doing some node mining for credits? Sixteen Tons by Tennessee Ford. Wish more games had this system tbh
I love the QTE in RE4 I thought they were a mix of surprising and fun. It would suck to instantly die but I remember on my first play through when one happened and I lived! Surviving it made me feel like a gamer
I could see the combo ending slam being useful. I know I'm about to crash and lose all combo points, so *slam*! But having it bound to the grind button is awful.
I'd almost argue that the soul memory mechanic worked better than intended. Thinking about it from the FromSoft perspective of making a game way more BS than it ever needed to be, it almost seems like a mercy mechanic. Imagine this. You start up DS2, get to a decent point, get invaded by a complete veteran player who just botched their speedrun and wants to take out their frustration on noobs at the same soul memory. Perfect. That is Dark Souls in a nutshell. Alternatively tho, where my argument comes into play, you say that players who are likely new die a lot, gaining a much higher soul memory, which would boost them into a "higher" skill bracket. No no no. It's the much lower skill bracket when you think about it. Because they're gonna have a really high amount of souls in an earlier area. There's not gonna be anyone there at that level except for the other noobs who are also struggling in the same manner. Likewise, the ones who make it to the end with very few souls gathered are never going to get matchmade into the world of a noob, because they're gonna have so much more souls than them by that point. So I think it balanced perfectly.
The auction house was way ahead of its time. I mean why pay a player a capped amount of money for an specific item instead of buying countless loot boxes from the developer and still not getting what you wanted.
Hello, Humans If you're mentally strong, being alone doesn't matter. There is a difference between, being alone and being lonely. Don't crave the presence of a human, be ok with your own company. TERRANCE OUT
I never noticed the pressure sensitive control on mgs3. I guess I got used to them? I do remember the controls being very odd. Still probably on my top 10 of best games I've ever played.
It was literally aim and shoot on the same button, I dont think you could play the game without not onnly being aware but utilizing it. Perhaps it has been a while?
@@shhhvcnear Been a while? I played the game a year or so after it was released. Yeah, It's been a while. Wish I could forget it and it was for PC.. What an experience I would be...
The Mother 1 sneeze mechanic isn't random, it's set NPCs that will sneeze on you. One girl at the elementary school, and a number of people in Reindeer/Snowman, of which you're warned in advance of a cold outbreak in the area so you know to stock up on mouthwash before exploring. I thought it was a fun little mechanic since it was encountered pretty rarely.
The reason the flashlight could not be combined with a gun was to make it scarier as it made you feel vulnerable when you wanted to see the environment
To be fair, in Valkyria Chronicles there are instances when a character goes down they stay down. You even get to see their gravestone at the end of the game.
Ye. Well technically that only happens if an enemy unit reaches them before you can evacuate them. And it’s only a game over if Alicia or the Edelweiss/Welkin go down. Alicia and Welkin are the squad leaders after all so it makes sense. Fire Emblem’s defeat conditions have a similar principle but that series wasn’t even mentioned.
@@jeremydubois4639 : I feel like its problem didn't stem solely from that mechanic, but from a number of other decisions piling on top of it. Dungeons and shrines had very few enemies in them. The enemies populating the overworld all respawn, even the minboss ones. The free, open-air traversal lets you easily bypass anything dangerous. Link has no permanent progression apart from the armor sets that each make use of a different collectible item, so once the upgrade is made -> enemy becomes irrelevant. The 'better' items enemies carried later on in the game were still weaker than the best ones you could find in certain places, so even if you found a high-tier enemy out in the field, they'd have a pretty 'meh' weapon. If durability alone was the problem, people would take issue with first person shooters, where each gun needs ammo, but those games are linear and the enemies you shoot are the main form of progression through each stage. Weapons are also more balanced, in that, sure there are heavy ones, but they have less ammo, and smaller arms are made to be pretty darn effective in their own way too.
I always thought pressure sensitive face buttons was a good idea for sports games. It would be cool for controlling the speed or arch of a pass in a basketball or football game. I’m pretty sure one of the old 2K football games used to do that.
thats why, at least in fifa, when you shot there is a bar that say how strong the shot will be, just have to keep pressing the shot button if you want to send the ball to heaven
In relation to Number 9, also shoutout to Sonic Frontiers for not only completely changing game genre on the last boss, but also introducing a QTE that never appeared in the game before. When I lost the first time I couldn't believe I had to do the whole damn boss again.
What about games like Elden Ring where you cannot pause AT ALL. Like, I get all there stuff to make it hard, but I shouldn’t have to lose a boss fight because someone’s at the door or I got an important phone call.
I remember someone (probably multiple someones) broke the auction quickly because item find worked on those random vases and stuff so they would just farm an early area increasingbitem find as much as possible and getting endngame loot in the first dungeon.
I GENUELY miss pressure sensitive controls. It made the games so much more enjoyable. And provides a MASSIVE amount of extra posibilities. Like having double amount of buttons,which could be EXTREMELY useful for for example MMOs. Or even for single player games. For light and heavy attacks. Now we are limited to 1 or 2 heavy attacks types.😭😤
I think #1 should have been dark souls 2s thing where every time you die it lowers your max health and you have to use a effigy to get it back and theres only a limited number of those in the game, there has never been anything else that has managed to make a game nearly unplayable like that did for me
10: When Todd Howard dropped Fallout 4 he scoffed when he announced the Pip-boy linking to your phone. "We did it right It's not like in the other games. It just works."
Number 8 would be cool if you had to find and get a flashlight and tape for each weapon. Then they can achieve the same effect without making you switch a lot
That's what I was thinking, gave me an fps idea where that is the case but prior to tape you can wield the flashlight in one hand and a weapon in the other, and depending on the weapon take an accuracy hit or increased recoil as you're wielding it with one hand
"I bought a game...let me game" needs to be said about so many things in modern games
"Maybe I should try my Focus?" "My Focus can help here!" "I wonder if my Focus would show anything helpful?" "I should use my Focus." "Why don't I try my Focus here?"
@@Case_ I hate it when games tell you the answer to puzzles like 10 seconds after you walk in to a room.
@@chexmixkitty Or when you simply walk around the room and loot stuff, and the game keeps annoying you as if you were stuck (and then at other times, you might actually be stuck, and the game is just silent). Both Horizon games were pretty annoying about it (hence my original comment) with Forbidden West being the worse of the two, but also Ragnarok or the Last of Us Part 1 (I never played the original, so I have no idea if it was also so eager to handhold you all the time).
@@Case_ Ah yes, *having ptsd again*
Buy battlepass, Buy multiplayer version otherwise no multiplayer for you, buy this bundle, buy that bundle, buy this dlc because base game is pretty much basic. Soooooo annoying
The best flashlight implementation IMO is the original Left 4 Dead. The first game is overall happening in night time / dark environment (unlike the sequel where it's mostly in day time), so having a flashlight is a no-brainer, but Valve decided to attach the light to the guns, so during some animation when the gun isn't pointing forward (like reloading) you will lose the visual unless a teammate is lighting it up for you, which actually adds something to the gameplay rather than just annoyance.
I agree. Also, you have the ability to toggle the light on and off when needed against some enemies, like witches. Having to manage its use makes it an integral part of the game you can't just forget about.
I also like it when enemy ai can detect you through your flashlight.
Man left 4 dead was such a good game
Literally had the same thought when watching that section. Such a great mechanic in a game full of them
Speaking of flashlights, I think Alan Wake did something very creative with them.
I may have missed it but a video on Mechanics that changed game genres would be cool.
Combos made fighting games fighting games
Auto save haha
@@Jessepigman69 which *GENRE* did it reinvent
@@notproductiveproductions3504 not gonna lie mate it changed my life. Often I lost hours of time because my mum unplugged the ps1 when I was young. Crash bandicoot, I was terrible at saving.
@@notproductiveproductions3504 *platformers
The pressure sensitive buttons where nice for driving/racing games. You could actually control the amount of throttle and braking in some racing games of that generation.
Exactly, and take GTA San Andreas - on the PS2 you could cruise in a car, control the the throttle - now try that on a keayboard! Also I was delighted to uncover the benefits of the pressure buttons playing Gram Turismo 4. I love those, and no gameranx, those are not stupid. Jspanese developers may do things without a reason sometimes, just for fun, but they never implement an important feature that does damage to the player...
@@srdjanstevanovic4245Gran Turismo 4 was a classic, had an awesome song for its opening, never skipped the intro because of it
@@keeganlafferty1395 agreed, the most epic and mesmerising slow motion intro. That opening symphonic music that turns into the fast racing segment with Van Halen playing in the background to top it all off. The absolute GOAT Gran Turismo game, just add these quality engine sounds finally available only in the the latest generation of GT, and perhaps add this GT7 style livery editor and parts customizations, and there you have it, the ultimate undisputable mother of all Gran Turismos :D With simple modern graphic and texture reskins applied to a hypothetical GT4 remaster, GT Sport and GT7 wouldn't even come close. Such a shame to have GT7 be so refined in the way of driving, sound and aesthetics, but having such awkward and hollow career/single player quality of life. Here's hoping they just make some miracles with a couple of capital updates, and we'll see.. but for now, Gran Turismo 4 is also my first and only love :D cheers!
@@srdjanstevanovic4245 can you even call Sport a true GT game?
@@keeganlafferty1395 exactly. And GT7 with its extremely underwhelming single player experience... if they don't put in a mass of effort to make the career more rich in future updates, then gt7 will end up as just a juicy upgrade to f...kin GT SPORT. I cannot keep grinding Sardegna a hundred times a week only so I would buy a 10 million credit legend car and for what??😒
The Worst Gameplay Mechanic in History? Microtransactions
I have a theory that Hitman Absolution wasn't originally planned to be a Hitman game. If you go all out guns blazing the game becomes incredibly fun. The shooting and cover mechanics in that game are top notch.
According to a UA-cam video I saw a while back it was originally not going to have assassinations at all until the fan base widely rejected that idea
it should never have gotten the hitman franchise title lol
different character and title and it would be fine
@@stageiiwappie950nah, I think the intent was to make a spin-off that they ended up just tying to the mainline. It has all of the bits you'd expect from a third person shooter done really well and the og hit man stuff kinda tacked on. I think the fans unintentionally made it bad, as they were the reason it ended up more in line with the originals. I'm like 98% sure it was just a TPS a before the fan backlash which resulted in it being a bad hit man game, but still a very fun TPS. When I played it that's how I played it and I loved it
@@Jiub_SN Yes i was one of them. At the time i thought whole franchise would be doomed. The reboot was so nice to see. I still have the opinion it should not have been part of hitman series, but a spinoff title with a different name at that time to make it clear, that would be ok like Agent47 absolution or something. I played also played since the original hitman 1 on PC
facts. I played it this way and I truly enjoyed it
I especially hate QTEs that happen in the middle of a boss fight. You e.g. drain the boss of half of their energy and then suddenly there is a QTE. If you fail, you die and have to repeat the whole fight from the beginning.
I hate the final boss fights That are ONLY QTE's. Let me defeat them down to the last sliver. The same way as I have been playing, in the last 40 hours of gameplay.
This shit used to annoy me so bad playing otherwise great games. Gow Dante's inferno etc
you have to put that in thought that it's They! meant to this to you... the player...
i suffered a lot because of this in my childhood
@@FederalBureau_OfInvestigations yeah i hate QTE thank blardy god they took it out of the new GOW, like gimme a break, give me a breather, let me enjoy the cutscene hahaha
@@MrQ12elve they also took it out of the RE4 remake made it 1000 times better.
That sneeze mechanic is actually just harmless enough and sounds infrequent enough to be hilarious. Just explaining it to someone, "be careful, that guy might sneeze on you" is so absurd sounding that it wouldn't sound believable until it happens. Especially if the likelihood of being sneezed on is higher slightly if the NPC is wearing a certain color
I’m shocked that being forced to blink in alone in the dark (08) wasn’t included
Someone really thought that having a dedicated blink button that needs to be pressed all the time would be a good idea
Worse than that, they pitched it and enough people agreed for it to be put in it
oh, that reminds me of that crazy game "Manual Samuel."
it not only had a Blink button, it had a BREATHE button that you had to press every few seconds!
you could die from forgetting to breathe DURING A BATTLE!
Didn't they do something similar in SCP Containment Breach? Though ... at least it made sense in that game since one of the first monsters you encounter can only move when you break eye contact, so it's core game mechanic was tied into strategic blinking.
Yo what😂
@@ericb3157 My friends made me play that game and it was hilariously frustrating. By the time I got to the final boss I was getting so livid with it I just wanted it to be done haha.
The devil with his skateboard 🤣
I’m pretty sure that mechanic is only in the prologue though, to be fair. I could be wrong though
Losing from your main character dying was actually the most annoying mechanic in any game thus making 70% of games forcing you back into a defensive position.
I like it 🤷
Never really bothered me, and I played a lot of JRPG.
the fact that baldurs gate 3 doesnt have it means I can actually have fun playing the glass cannon without worrying about the "if I die, I lose" because game over only happens when everyone's dead, not just you.
stresses me out in OSRS hahaha
also forces you to maximize your main character instead of a balanced team or focusing on the tank or damage dealer or something like that.
Just being unable to pause in single player games annoys the heck outta me.
yeah it annoys me as well.. it's not a f*-ing online game stupid designers !
Yeah.. that drives me crazy
@@reddickfloboy same. like what if you wanted to get food or use the bathroom?
Fromsoftware games are the worst offender of this
Especially in something like elden ring where if you die there are very real consequences that can absolutely fuck you over
I'm just here to say that the flashlight mecanic in Doom 3 was totally AWESOME. Not being able to actually see what was going on in front of you made the game a lot more scarier, sometimes you had to fire your gun to be able to see the enemies in the middle of darkness, firing at an enemy and at the same time using that light to look your surroundings and guess where the next enemy was going to strike from. I know this is not exactly what you look for in a Doom game, but it added a whole new survival-horror feeling to the game instead of it being just about action and gore.
I finished the game few months ago and you really feel that they designed some part of the game with that in mind. With a fixed flashlight there is literally no point.
@@jonathaningram8157 yep. the bfg edition adds a permanent flashlight that you can use while holding other guns, but it makes the game a whole lot easier and even boring in many parts
I’d say a very reviled game mechanic is critical choices that can change the narrative or story that aren’t hinted at or are deliberately designed to make you choose the wrong option. One of the worst for this is Resident Evil Revelations 2 where they is nothing to indicate that you need to switch to Moira in Episode 3 to get the best ending. The game basically guides you into using Claire and automatically locking you into the bad ending.
Yeah that was a failure of game design.
The stupid part is that both endings are the same, so why bother.
It's not a failure in design. And ofcourse choices are going to have consequences, only a child would think otherwise. The whole point of games having multiple endings is to increase replayability. And more often than not when played again a player is likely to make a different choice from previous playthrough which leads to new discoveries. Wanting games to lead you from choice to choice by hand is just boring as it takes away said discovery element.
@@MrEshah cool, but how are you supposed to know WHAT is going to affect the game endings in any capacity? Are you supposed to just replay it doing random stuff and hope that it will change the ending? That's the point, that's why it's a game design flaw. Ppl don't usually have time to replay a game dozens of times trying random shit and hoping that will have any effect on the game outcome
@@luisfilipe2747 Ignore them they are just saying stuff to be a contrarian. Any decent gamer knows and agrees with this it's not rocket science.
@@luisfilipe2747 Yep, such is the failure of RE Revelations 2. There is nothing in the game telling you that switching to Moira or not affects the ending. So you can play through multiple times without realizing what you need to do to change the ending.
Remember Monster Rancher?? I think it was a ps1 or 2 game, and you'd collect little monsters and creatures using Album CD's from various artists! Super cool game mechanic that i honestly wish more game would incorporate. I remember my brother in law had a metallica CD and it gave him like a black dragon or something awesome
Omfg I LOVED MH1 and 2! I'm so disappointed by the games afterward though. Graphics got better, but the pacing was so bad and all the charm from the previous games, doing side-jobs/training sessions and going on expeditions and missions, was lost...
I remember the first time I encountered QTE's in SHENMUE on Dreamcast. I thought it was pretty cool at the time because some of them just changed the story line if I remember correctly. Some were more dangerous than others , but I think that game made it work pretty well. DAMN I loved that game so much! And the fact that I never got around to playing the sequels really bugs me.
Having moments to decide how the story would progress is ok, but those qte that is required to survive with a stupid illogical button press is annoying. If I can disable it or set to auto complete, I will
@@murray821 For sure. ✌
Lol. I remember my friend had a QTE anime game for some obscure system in the mid 90s (remember those?) and I thought it was the coolest thing ever. Like the graphics were SO amazing. Lol. But then it wasn’t really a game at all.
@@murray821 Yes, that is the real problem. Having multiple choices to where the story is actually affected is fine. Everyone just associates QTE to being a pass/fail challenge. This is so frustrating by the developers who implement this so badly, even in big games. I want to make interesting choices. I dont want a test of how well I know the game control buttons.
Shenmue was really badass and I played it a ton. Going to work on the docks, catching the bus (literally!), and those were definitely plot affecting QTE’s that I’ve yet to see done in modern games.
Re #9: I recently played Detroit Become Human (awesome game!) which has some intense QTEs, but I was pleased to see they allow for some failures (and you can also reduce the QTE difficulty in the menu) so I thought they were pretty well implemented in the context of the game. Have not played Heavy Rain, though.. might check it out since I enjoyed Detroit so much.
I played that game recently and loved it.
If you enjoyed Detroit Become Human (ME TOO) and if you can look past the pretty terrible voice acting in Heavy Rain, it’ll be enjoyable for you. I really liked Heavy Rain and I found that’s somewhat of an unpopular opinion lol
What's the music in the background of number 9
whats the game from the tumbnail?
@@johnymovie3460 I think it may be Beyond: Two Souls (similar to Detroit: Become Human, by same group)
For the GTA 5 stuff, playing with the dog through the app isn’t required for 100%, you just have to use the tennis ball that gets added to your weapon wheel and throw it and let chop fetch it to get that task done
i remember throwing the ball into on coming traffic and Chop for some reason didnt get hit by a car
However on the ps5 you can’t take chop on a “walk” to play fetch preventing 100%
@@ChewbyDoo u cant? like at all?
@@mattalan6618 no currently glitched for almost every ps5
Good to know, thanks!
Similar to the low health sound, Dark Cloud (an OG favorite of mine) has a REALLY annoying sound whenever your weapon's durability is low. This is even worse IMO because your weapon cannot be repaired if you don't have the right item on hand. There are two other options. Let it break permanently BUT be forced to listen to it until you find an enemy to hit which can be quite a while since sometimes you need to backtrack through long dungeons. The other is to swap to another (probably weaker) weapon and slog through the rest of the dungeon.
ugh I had forgotten about that but immediately remembered. Great game though.
Also similar to the Legend of Zelda complaint, in the original Fable game the guildmaster would be in your ear saying, "YOUR HEALTH IS LOW" incessantly. God it was terrible.
How the hell do you guys stay on point with THIS much content. It's beyond comprehension. Cool stuff ... DAILY! The sanity!
I've always wondered how big gameranx's staff was. They always seemed like a smaller channel than some of the other bigger ones that put out way less content.
@@ダニエル-x5d yup I feel the same. They feel like they're a team of maybe 3 or 4 people at the front, perhaps 2 or 3 editors and they all think of scripts and help the process of keeping it daily. Definitely not as big (and stale) as ign and the likes. Love these guys infinity more. In fact, they're the only ones I check. I had another channel, similar to this but I lost em. I'll edit it in if I think of their name.
@@OldmanNix TripleJump ?
I've always hated the knock back in old games like Castelvania. An enemy hits you, and you go flying back five feet (usually into a pit).
Mimecraft still does this tho😂
I hate it primarily because whether or not you land in a pit & die instantly & whether or not a checkpoint is nearby when it happens are entirely up to luck. It's arbitrary & doesn't make me wanna try again. Get hit by the same enemy in the same way for the same reason a smaller amount of times but die because a pit was nearby this time. Dumb.
Ikr? Farming the Schmoo SOTN is a pain because you'll be doing great and f i n a l l y get the Crissaegrim and then BAM, the stupid scarecrow knocks you into the previous room before you can pick it up. 45 more minutes of farming, if you're lucky.
Or you get Knocked back and even when facing the pit when you get hit the character turns und gets sucked in to the damn pit.
ALWAYS into a pit! 😂
Not gonna lie... Doom 3's flashlight/gun dilemma was my favorite part about that game when I first played it... absolutely terrifying at times!!
Doom 3 has aged well imo. I replayed it after Scorn and enjoyed it. I think maybe since we got a good doom reboot people can be kinder to doom 3 now. It was a big disappointment for a lot of people at the time.
Came to the comments to say this! It was such a great mechanic, who gives a fuck if it doesn’t “make sense”, it’s a video game and it was a good mechanic in context of the gameplay.
Still a very dumb choice. It's tedious too. Even fucking half life 1 (which is older) didn't make such a silly thing.
Totally agree the trade off between being able to see or shoot was a major part of game that's the point I loved it
Why would you lie? Do you default to lying?
I personally loved the pressure sensitive button feature of Snake Eater.. that’s how I learned about my controller back in the good ol PS2 days lol
Atomic Heart had some terrible QTEs specifically at the end of the game with the Twin fight. The button prompts only pop up on screen for half a second and when you die you can’t skip the cutscene at the beginning of the fight.
To be fair, Atomic Heart had some terrible...well, everything ;)
I actualy didn't notice because I always was able to pull the QTEs off, still a bad mechanic though
Clicked on the video, already knew QTE would be in one of the top spots... AND top comment! Bam!
There's only like 2 cutscenes with QTEs in that
@@Case_ it's a decent game for me dunno what's the problem.
'Tripping' was also a mechanic in a 1998 PC game, 'Die by the Sword', in which it was triggered occasionally when trying to run across certain areas, such as when there's rocks or a slightly raised dais on the floor. The interesting thing about DBTS, though, was that you could still technically fight while lying on the floor, or even when hanging upside down, it was just a lot more difficult. But if you think it's annoying to trip in a multiplayer brawler, imagine it in a game where moving the mouse directly controls your sword arm and a single blow can be lethal.
On the other hand, DBTS is the only game in which you can remove an orc's head with a single uppercut, provided you get the positioning perfect.
For the next 10, better include the Small Talk mechanic in Oblivion. Thank goodness you could abuse the spell crafting mechanic to work around it.
I didn't mind it too much, but it spinning wheel thing felt unnatural and immersion breaking. Biowere did it better for sure.
Fuck yeah! I hated that shit. It gets old quick, but then you realise there’s still hours and hours left of the game.
Small talk is literally the easiest thing ever though? Like, it's so absurdly NOT hard that it's basically free max speech with most folks
I actually love this mechanic.😅 To be fair, Oblivion is my favorite game, so I may be biased.
@@MyUsualComment In my first playthrough I hated and avoided it, in my second I embraced and cheesed it.
I did really like the OG flashlight in OG Doom3. For me it did add a lot to the horror element of the game, which the BFG edition totally misses.
im with you on this, im a fan of Doom 3s flashlight implementation. they wouldnt have been the first game to put a flashlight on a gun, they knew what they were doing, but i guess i kind of understand why some people might not like it ( though i think theyre wrong lol)
Yes I'm Not Alone 👍🤘✌️🤟
The nice thing about the RE4 QTE's though is that they don't punish you for pressing the buttons at the wrong time. I literally mash all 4 options right before and during the moments where I know those QTEs are coming. It doesn't work that way for running away from the boulders and stuff, but on modern controllers, that part is much easier to do than it was on like PS2 controllers lol. So much more precision and responsiveness in modern controllers. I do remember how that boulders sometimes deterred me from replays though, as a child.
I don't remember having those issues on Metal gear. Pressure sensitive buttons are great for sports games, especially football. It helps you throw a bullet pass vs a Lob pass. Or let's you simply throw an under hand shovel pass to a close receiver. Pressure sensitive buttons are great for the football games.
True, but most just do that automatically. Madden just depends on how long you hold it for, and shovels are automatic
“I bought a game - let me game!” Falcon for President APR 2023
😅
Jan 2023? You mean April ?
@@cutepotato_22 True. Why you shouldn’t UA-cam at 2AM. 😅
@@Sykell haha it's okay. It happens with me too lol.
I never had much problem with Doom 3's flashlight, I like the feel of going back and forth between weapons and the flashlight. That's why I prefer going back to the original Doom 3 over the BFG edition (plus I think the new light mechanic doesn't work nor look as great as the original flashlight's, well, light..)
In the absence of pressure-sensitive triggers, the pressure-sensitive face buttons really helped with racing games. Analogue triggers are better (and had already been done on the Dreamcast; Tokyo Extreme Racer is a blast), but I played a lot of Gran Turismo 4 and the face buttons felt fairly intuitive, enough that I felt I had some control over acceleration and braking besides on/off.
it's not that the pressure sensitivity wasn't accurate - it's that there's no natural 'feel' for the point where aim becomes shoot
I do remember playing mgs3 on ps2 quite a bit but I can't remember having any issues with it's control scheme. And the pressure sensitive buttons were pretty nice with gran turismo indeed. But I could see the buttons becoming a liability if the controller is worn out and not necessarily accurate anymore.
Pressure sensitive makes sense for movement speed, but not controlling 2 completely different actions.
Pressure sensitive buttons were awesome in gt 3,4 and tourist trophy. I play worse with triggers. And mgs2/3 were cool when using light press to threaten.
Thing is, implementing an entire mechanic for maybe one or two games is a waste. Simple fact.
I found MGS2 and 3 unplayable on the Xbox. The pressure sensitive buttons were a mechanic of the game on PlayStation that was completely missing from Xbox. Walking for example. Using the d pad to walk instead of slightly tilting the stick allowed “quieter” and more effective movement for sneaking up behind guards. If you slightly tilt the stick, they will hear you. Also the ability to aim without having to shoot or unequip the weapon so it didn’t fire was groundbreaking. It was a necessary mechanic in my opinion.
I'm old and I never knew that they had pressure sensitive buttons back then. Wow. Learned something new here lol. Thanks Falcon.
Loved this video. Hilarious 😂
Once I understood the mechanic, I actually enjoyed the pressure sensitivity for the Metal Gear Solid games. It was actually one of the biggest issues I had with the Xbox version, because as far as I could tell it was a direct port which made it extremely difficult to hold people up, because you would always shoot them. It made it especially difficult to get dog tags and Metal Gear 2. However, as a counter point or maybe possible solution, I could see adding a potential remap if needed (maybe something similar to the accessibility options) or a calibration feature so people can set their personal pressure for a light and hard button pressing.
Also, you want to know a rough game with button sensitivity, try playing Mad Maestro. That game was far more punishing as far as gameplay goes compared to Metal Gear in my opinion.
Oh, sounds like an xbox thing. Played it on PS2 and had literally 0 problems with it and is also one of my fave mechanics. I can imagine xbox controllers at the time woulda struggled.
he doesn't even describe the mechanic correctly. it's clear he doesn't know what he's talking about. you hold the button to aim, lightly release to put the gun away without shooting. it works just fine
@@SuperGaknarthat just works fine w a PS2 controller, with anything else its literally unplayable. Glad they add L3 in HD version
Yakuza’s mechanic makes sense in the gameplay since each fight is basically the main character imagining the exciting fights so if he’s out cold he isn’t aware of what’s going on. Still annoying AF but I can appreciate the leap of logic.
the fights are real, he's imagining the enemies as RPG enemies...(not the weapon, the game type)
Gotta love the "Press X to Jason" moments
What I hate about QTEs is that, I cant pay attention to whats happening on the screen during the events because Im constantly looking around for when the next popup will happen. That, or the QTE is a huge eyesore in the middle of the screen where the action is happening. It lets you act during the cinematic, but I cant actually see or pay attention to the cinematic at the same time.
I never really had an issue with QTEs at first, but then it became a problem when games started using them ALL THE TIME. Before it was a niche and kinda cool little thing that felt like you were playing during the cutscene cause you were performing actions the game wanting during cinematics, but eventually it got too much. Like, I actually didnt mind the QTEs in original God of War.
Exactly. I played through Fahrenheit, and that was my biggest problem with it. Couldn't really focus on the action many times. That was the first and last game I played of that genre, and I don't welcome QTEs in any game since then. Also because it's just not a fun mechanic.
*DOOM 3*
When this game was originally released, another game called *OBSCURE* was released at the same time. In that Survival Horror, your characters had the ability to tape flashlights to their guns. And oh yes, did game journalists have a field day mentioning that fact whenever talking about DOOM 3.
Love your dialogue. Hilarious and on-point
I bought a game, let me game. Truer words were never spoken. Applies in so many ways.
Videos like this make me think that everyone cares a lot more than I do about things. I just pretty much enjoy things for what they are. That being said, I agree with most of the points. Although QTEs have never bothered me like they bother others.
Preach brother. I kind of like QTEs. I’ve definitely seen some very unnecessary ones in the last gen but when they were rare I thought they were a blast.
Have you played Bayonetta 1???
people like you are annoying with all due respect, if you agree with the list than these things annoys you too so i really don't see the point of commenting this, this whole ''i enjoy things for what they are'' i just think it doesn't fit in this situation
damn i didn't know you were chill like that
Time based missions. Things I need to accomplish within a certain time limit or stuff only available at a certain time in a game and the game doesn't inform me accordingly.
GTA anyone ??
as in chasing missions where you could be close to the enemy but eventually they still escape?
Nice.......video keep it up bro..and i really like the mod
I love the soul memory in DS2 because getting 1 million opens the path to Drangleic without fighting Feja because I’m scared of spiders and I don’t play multiplayer
never had a problem with pressure sensitive buttons in metal gear. they're incredibly simple as you explained yourself; if you want to aim, you lightly press the button. if you want to fire, you press harder. not complicated. and if your fine motor skills are good enough to play video games to begin with, pressing a button lightly or harder shouldn't be difficult.
in fact, i remember playing mgs2 on the ps2 and never had a problem with the pressure sensitive buttons. and i collected all the dog tags on every difficulty level (collecting dog dogs requires you to hold up guards by aiming your gun at them, i.e. lightly pressing the button)
You're annoying
Watched every vid for years now. So glad I found this channel back then 🤙
🤝
The flashlight from Doom 3 was very cool, it was the vibe, demons lighted everything up~
Strapping a dozen flashlights to a dozen weapons doesn't make more sense to me 🤷♀
I'm a long, long running gamer and honestly don't play as much short of playing on PC now and then (consoles...meh, it's been a while), but I never loose touch thanks to Falcon. Appreciate you, bro.
Whomever edits these videos is just great.
Man, the main character dying = game over is such a pain. I remember playing Persona 4 Golden and the Reaper could just focus down the MC and it'd be game over even though you still had 3 healthy party members. Especially with all the attacks in that game that had randomly distributed hits. Like a 10 hit attack but the hits are random. You get unlucky with the spread and instead of it being like 2-3-3-2 or something (10 hits for 4 party members) it'd be like 5-2-2-1 and MC is just toast.
This concept is so funny, it's like once the MC is dead, the other party members go "oh, MC is dead, I guess we just walk away like nothing happened." lol
@@XENOS_Indie_Game_Dev Persona always has a specific reason as to why you get a game over when the MC falls. Humanity fails some kind of trial usually, and that causes the end of the world.
In games like Persona and Yakuza 7, there's actually some game design logic to it. Usually, your MC is the strongest character on the team. Great stats, extremely versatile, has access to the most powerful abilities in the game. Most characters are only good at one or two things, but your MC is good at physical combat, magic, buffs, healing... They're somewhat balanced by the fact that you can't afford to be too hyper aggressive with them. Ichiban in Yakuza has access to buffs, healing, and even one that prevents the next would-be fatal blow on him later that combat, but you have to waste one of his valuable turns and wait to use the busted summons only he has access to. Same thing with Persona protags, they're capable of fusing the best personas in the game with no exploitable weaknesses, while the rest of your party has at least one each. That one fatal flaw keeps them a bit balanced
?????
that's why you save games
if no save game, THAT is the poor design choice
FFS
Also a bad mechanic is the rubber banding in certain NFS games that are just insane, probably in some other racegames aswell. I get why it excists, but sometimes it feels so wrong when your in the lead and then the car is held back and AI is right on your tail to overtake you.
The weapon for the flashlight thing kinda reminds me of how in bioshock 1 you had to either use a power or a weapon. So glad that 2 let you use both
It has been a while since I played it, but wasn't the weapon assigned to the left and a plasmid to the right mouse button and you could swap just by clicking the button?
Doom 3's flashlight mechanic was a really good idea, it added so much to the horror factor. It's like the OG Resident Evil 4 aiming where you had to stop if you wanted to shoot/aim, it was much more stressful but in a good way
Right You Are.
sorry i dont playresident evil 4 but wdym when you had to stop if you wanted to shoot
@@slavsit7600 Yes Re4 was Like That But If You Play The Wii Version It Was tolerable Somewhat.
@@LyleEller-rr5wp i see
I was dumbfounded when I learned people complained about the flashlight because it adds to the atmosphere and boosts immersion for me
I loved Hitman Absolution.
Was my first Hitman game.
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@@gameranxTVafter watching I understand why it wasn’t long time fans favorite however 😂❤
blizzard did not shut the auction house down because it wasnt generating enough money. they shut it down because someone figured a way to spoof the server.
As a game dev I'll just tell u ur wrong
@@marshc5197 Ok.
Doesn't make you the ultimate authority, though. Unless you're the one that pulled the plug, lmao.
In a recent interview they didn’t wanted to go through with it, but they thought it would get backlash if they skip the rmah after advertising it.
They regretted it ever since. I always knew it would screw up the item drop rate because of the ah. But nobody believed me.
They removed it cause it was shit and ruined the game. 😂
Was glad the low health noises got mentioned at the end. The whole video, all I could think was the Guildmaster telling me I had low health in the first Fable. I was honestly surprised it didn't go number 1.
They even knew how annoying it was by eluding to it in a book in the 2nd game that said when the Heroes Guild was raided after the events of the first game, the Guildmaster was found with the words "your health is low" carved into his head! 😂
I love QTEs personally. Obviously it sucks to miss them but I feel like a badass when I don't.
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I agree, but I guess maybe we are in the minority? For the people who hate them I just don't understand why they talk about them as if they were stuck at some part of a game for hours because of them. Unless I am remembering incorrectly most QTEs stay the same so even if you fail it you should know what to expect next time.
Sometimes I personally like to fail to see what happens. Honestly one of my favorite experiences was during RE5 in co-op mode, since both players had their own QTE moments which made for some very entertaining gameplay.
The only ones I don't like will probably have more to do with checkpoint systems than the event itself. Or if it's a finger breaking QTE, like rapid mashing (See Metal Gear Solid 1 and 2)
@@emwbjr Failing the QTEs in Spider-Man 3 was hilarious
I don’t super hate them but playing Until Dawn was a damn nightmare because you never knew when they’d suddenly kick in with no warning and messing it up would be a character killing moment, which isn’t something you could undo. It was just, ‘yep, that main character is now dead and your heretofore perfect play through is ruined’.
In VR, "very lightly" pressing the trigger buttons to close your fingers in games like Skyrim VR or Fallout 4 VR (modded), just so you can punch your enemies with a closed fist with the brawl mechanic. The problem is that it requires you to press so lightly it's like 1mm of a press. Anything past that and you end up accidentally equipping your sword or gun because the trigger press also serves as the Equip Weapon button. This means you almost always will end up shooting or slashing your target instead and turn friendly bar brawls (Skyrim) into actual murder.
5:20 why are there no flashlights in Fallout?
The VAST majority of people in the world do not have PipBoys. Wouldnt it make sense they'd carry flashlights around? or even attach them to their weapons?
At least Fallout 4 had the good sense to introduce mining helmets, but they provide very weak protection in a world filled with heavy weapons and heavier monsters.
My top 3 for this are:
1) Quick time events with inconsistent button presses
2) Forced walking sections
3) Unskippable cutscenes
For the first one, RE4 had this problem in the original version. The 2 quicktime event button presses were either both triggers, or X + A on the xbox controller. But they weren't consistent for whatever action it was, it was randomized. RE4 remake fixed this by making it one button everytime, the B button, so it actually is more of a quick time REACTION to the player and not press random buttons and hope its the right ones.
try playing silent hill 2, 95% of the game IS the forced walking section but it's peak
For cutscenes, I think they only need to be skip-able the second time. Would reduce the amount of people always skipping cutscenes and then being confused and calling the story "incoherent". Apparently that's a thing.
Unskippable cutscenes are the worst.
The first time I played Mass Effect 1 I had a really hard time with the boss fight and that fight had a long unskippable cutscene in the middle of the fight.
Unpopular opinion maybe but I hate how every shooter now using aiming down the sights.
I like the old shooter games where that stupid crap wasn't even a thing.
So that's basically almost the entirety of "The Order 1886" in a nutshell.
I love the flashlight mechanic in Doom 3. It just makes you feel unsafe all the time, that's what a good horror game should do
For QTEs, I always check the accessibility options first to check if there is option to auto-pass them - I just hate QTEs so much. A recent example with annoying ones is Callisto Protocol.
The most logical RPGs where the main character going down is a game over would be games from the mainline Shin Megami Tensei series. Nocturne in particular has a pretty solid logic, since you're kind of controlling a party of demons who genuinely do not care about you, so if you die, they'd probably just go "huh, guess that guy was too weak after all" and be on their marry way.
Thank God SMT IV removed this mechanic, it's so damn annoying especially for a game that punishing
Persona 3 justified it strongly as well. If your life is keeping something in check and you die, it's released even if you're resurrected shortly.
having it in Persona 5 is sooo stupid
Ah app integration. I do remember buying Secret Agenda for the amazing idea I thought was going to be lovely...until it started always crashing and refusing to work on my own phone.
The flashlight in Doom 3 for Oculus Quest VR is absolutely perfect game mechanic, as you have hand for weapon and another for flashlight 🤌🏻
If y'all ever do a video on coolest mechanics, Lost Planet 3 had a system where your mech would play *your* music from your Windows Media Player library, and you could make playlists in WMP and your mech would automatically have it ingame, complete with integration with game world. Final boss fight in your mech? Let's play some Bangarang. Doing some node mining for credits? Sixteen Tons by Tennessee Ford. Wish more games had this system tbh
15:31 the real money auction house was the best part of D3; which is why the playerbase dropped and never recovered once it was removed.
I only played MGS3 on console and found the pressure controls pretty sweet.
Thanks for the list
Ea launcher. 2k launcher. Epic games launcher. Etc can’t play mass effect legendary edition without dam ea play app
yep, the same goes for Star Wars Battlefront!
Gotta say, I never had any issues with the pressure sensitive buttons in metal gear. I really enjoyed it.
Falcon reminds us of the hilarious "failed qte" in Heavy Rain just as much as he "loves" Dynasty Warriors 9. 😂😂😂
I love the QTE in RE4 I thought they were a mix of surprising and fun. It would suck to instantly die but I remember on my first play through when one happened and I lived! Surviving it made me feel like a gamer
I could see the combo ending slam being useful. I know I'm about to crash and lose all combo points, so *slam*! But having it bound to the grind button is awful.
I'd almost argue that the soul memory mechanic worked better than intended. Thinking about it from the FromSoft perspective of making a game way more BS than it ever needed to be, it almost seems like a mercy mechanic. Imagine this. You start up DS2, get to a decent point, get invaded by a complete veteran player who just botched their speedrun and wants to take out their frustration on noobs at the same soul memory. Perfect. That is Dark Souls in a nutshell. Alternatively tho, where my argument comes into play, you say that players who are likely new die a lot, gaining a much higher soul memory, which would boost them into a "higher" skill bracket. No no no. It's the much lower skill bracket when you think about it. Because they're gonna have a really high amount of souls in an earlier area. There's not gonna be anyone there at that level except for the other noobs who are also struggling in the same manner. Likewise, the ones who make it to the end with very few souls gathered are never going to get matchmade into the world of a noob, because they're gonna have so much more souls than them by that point. So I think it balanced perfectly.
The auction house was way ahead of its time.
I mean why pay a player a capped amount of money for an specific item instead of buying countless loot boxes from the developer and still not getting what you wanted.
Hello, Humans
If you're mentally strong, being alone doesn't matter. There is a difference between, being alone and being lonely. Don't crave the presence of a human, be ok with your own company.
TERRANCE OUT
I never noticed the pressure sensitive control on mgs3. I guess I got used to them? I do remember the controls being very odd.
Still probably on my top 10 of best games I've ever played.
It was literally aim and shoot on the same button, I dont think you could play the game without not onnly being aware but utilizing it. Perhaps it has been a while?
@@shhhvcnear Been a while? I played the game a year or so after it was released. Yeah, It's been a while. Wish I could forget it and it was for PC.. What an experience I would be...
The Mother 1 sneeze mechanic isn't random, it's set NPCs that will sneeze on you. One girl at the elementary school, and a number of people in Reindeer/Snowman, of which you're warned in advance of a cold outbreak in the area so you know to stock up on mouthwash before exploring. I thought it was a fun little mechanic since it was encountered pretty rarely.
The reason the flashlight could not be combined with a gun was to make it scarier as it made you feel vulnerable when you wanted to see the environment
The Heavy Rain bit is so true and I couldn't have described it better 😂
To be fair, in Valkyria Chronicles there are instances when a character goes down they stay down. You even get to see their gravestone at the end of the game.
Ye. Well technically that only happens if an enemy unit reaches them before you can evacuate them. And it’s only a game over if Alicia or the Edelweiss/Welkin go down. Alicia and Welkin are the squad leaders after all so it makes sense. Fire Emblem’s defeat conditions have a similar principle but that series wasn’t even mentioned.
This is just your opinion for number 5 with mgs. I loved it and wish there was more games with that mechanic.
Number 8 3:58 I liked the flashlight from Doom 3: Do you choose to see or do you choose to fight. It makes the game scary to me.
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360 version of mgs3 is so good. Click left stick to pull up your gun, no accidentally shooting.
Also just click left stick to neck stab.
Any game with item durability is a dealbreaker for me. I ain’t repairing shit…
It is silly, especially if it's a game where there are weapons just laying around.
Why should I keep this one? Nah, son, momma didn't raise no fool.
Almost completely ruined Botw
@@jeremydubois4639 : I feel like its problem didn't stem solely from that mechanic, but from a number of other decisions piling on top of it. Dungeons and shrines had very few enemies in them. The enemies populating the overworld all respawn, even the minboss ones. The free, open-air traversal lets you easily bypass anything dangerous. Link has no permanent progression apart from the armor sets that each make use of a different collectible item, so once the upgrade is made -> enemy becomes irrelevant. The 'better' items enemies carried later on in the game were still weaker than the best ones you could find in certain places, so even if you found a high-tier enemy out in the field, they'd have a pretty 'meh' weapon.
If durability alone was the problem, people would take issue with first person shooters, where each gun needs ammo, but those games are linear and the enemies you shoot are the main form of progression through each stage. Weapons are also more balanced, in that, sure there are heavy ones, but they have less ammo, and smaller arms are made to be pretty darn effective in their own way too.
So many mechanical faults in Battlefield 3 (especially the netcode) that it is long overdue for a remastered version.
I always thought pressure sensitive face buttons was a good idea for sports games. It would be cool for controlling the speed or arch of a pass in a basketball or football game. I’m pretty sure one of the old 2K football games used to do that.
thats why, at least in fifa, when you shot there is a bar that say how strong the shot will be, just have to keep pressing the shot button if you want to send the ball to heaven
I never had a problem with Snake Eater.
It made me feel like a Snake... that sudden jolt of pressure when you strike.
In relation to Number 9, also shoutout to Sonic Frontiers for not only completely changing game genre on the last boss, but also introducing a QTE that never appeared in the game before. When I lost the first time I couldn't believe I had to do the whole damn boss again.
Do you know the song playing in the background of number 9?
What about games like Elden Ring where you cannot pause AT ALL. Like, I get all there stuff to make it hard, but I shouldn’t have to lose a boss fight because someone’s at the door or I got an important phone call.
I hope there will be a video about 10 best mechanics
Yep
@@gameranxTV how about ten surprising mechanics. Aka a portal gun in an unexpected game 🤷
I remember someone (probably multiple someones) broke the auction quickly because item find worked on those random vases and stuff so they would just farm an early area increasingbitem find as much as possible and getting endngame loot in the first dungeon.
I GENUELY miss pressure sensitive controls.
It made the games so much more enjoyable.
And provides a MASSIVE amount of extra posibilities.
Like having double amount of buttons,which could be EXTREMELY useful for for example MMOs.
Or even for single player games.
For light and heavy attacks.
Now we are limited to 1 or 2 heavy attacks types.😭😤
I loved the pressure-sensitive square button for MGS. It made running and gunning possible. Maybe Falcon has gorilla fingers..?😂
I think #1 should have been dark souls 2s thing where every time you die it lowers your max health and you have to use a effigy to get it back and theres only a limited number of those in the game, there has never been anything else that has managed to make a game nearly unplayable like that did for me
Yeah, at that point its Cheat Engine time for me. Not a fan of games with persistent penalties for losing.
10:
When Todd Howard dropped Fallout 4 he scoffed when he announced the Pip-boy linking to your phone. "We did it right It's not like in the other games. It just works."
Number 8 would be cool if you had to find and get a flashlight and tape for each weapon. Then they can achieve the same effect without making you switch a lot
That's what I was thinking, gave me an fps idea where that is the case but prior to tape you can wield the flashlight in one hand and a weapon in the other, and depending on the weapon take an accuracy hit or increased recoil as you're wielding it with one hand
@@Jiub_SN and you have to drop the flashlight to reload.
@@Jiub_SNCry of Fear?
5:50 this "black sheep" has 92% positive reviews on Steam and introduced key mechanics without which I can't imagine Hitman 🤡