I hate those bosses that regain all their HP after you got them down to about a quarter of their original health (I'm looking at you Final Fantasy-series).. Some even do it TWICE
For me...No Post-Game. By that I mean, no matter how many times you finish the main campaign, you always start off just before the final mission. A lot of games I love do this, and it still annoys me. It sort of kills the satisfaction of saving the world if I don't get to see it afterwards until the sequel.
I beat Zelda twilight princess and ocarina of time and that pissed me off. what hgappens to all these characters? in paper Mario 1 and sticker star it does this as well, and it really kills the satisfaction of beating a final boss. im lookin at you ganon
Personally, I love Zelda, Wind Waker being my favourite game, but I do get what you are at. I do like games with more to get, especially if it is a game that isn't that long.
I can't get into Majora's Mask for the same reason. I feel like I'm under the gun, even more than normal gameplay. I can't think under that kind of pressure, so I fuck up more often.
Did you play long enough to learn the song to slow down time? With time slowed, you should have plenty of time to do what you need to do without being rushed.
Technically that wasn't Nintendo, or, in my opinion, even Link. That's just some doofus in a Peter Pan costume. Honestly, though, I think that if Nintendo actually tried to give Link a voice, it could turn out pretty good. It's kinda like Pit, a silent protagonist through both of his games, until 20 years later he gets a voice and he's freaking hilarious. Then again, consider me biased if you want, but I believe, after spending my entire life so far playing Nintendo games, that Nintendo can do any gameplay mechanic and make it at least bearable.
There's a bunch of reason escort missions are awful across the board. Frequently bad AI makes it feel like you are baby-sitting a toddler rather than playing a game. Often there is an open ended way to approach a problem in many different ways, but never with escort missions; there is only one way, follow along and protect. Escort missions have a bad tendency to hoist scripted events on you that can cause the escorted NPC to die before you can react. This leads to a bunch of trial and error where you, like in the movie ground hog day, plan out a carefully coreographed script; place mines where enemies will pop up, move and respond to events before they occur and other unfun immersion breaking activities.
ACACE10 Elizabeth is techinically an escort quest for a good majority of Bioshock Infinite, same with Ellie from The Last of Us. But these are two of the slim escort quest based games that are actually fun. Great AI partners, helpful in battle in different ways and are actually well written and not some cliche "save me" additued. But, yeah... generally they are not fun at all just because of how unbearable it is. If your'e going to base your game around protecting a character, make them like the two I've mentioned above. Unkilllable and actually helpful within the game while being scripted right and not get stuck some place or constantly gets injured/killed/taken. Resident Evil 4 is possibly one of the worst of them all, as great as that game was Ashley was the worst part of it. Easy to kill, easy to grab forcing you to stop and save her all the while trying to avoid dying yourself can be frustrating and especially during some portions of the game where there are a ton of enemies on the screen. What kinda ticks me off most is the portion where you are forced to play as her and she can easily escape the cultists grasps when you are playing her, but AI controlled? Forget it. At least once you get her into the armor it makes playing the game so much easier, especially if you're playing on the hardest diffucilty.
14:43 I want a game where your assistant companion helper person says this whenever you get into an ice level: "Oh s**t. It's an ice level. Put on your f**king spiked shoes or else you'll be sliding around like a fat guy walking on a surface covered in lubricants."
when it comes to invisible walls i like it more when the devs make a reason with the environment for not being able to go somewhere rather then just placing an invisable wall or having an npc say "you can't go there" (which to me is more annoying then invisible walls.)
The only thing worse than that is if they can heal themselves. I don't know how common that is, but it took 2 days in a row for me to beat the final boss of an RPG because it could run away to heal itself constantly until you caught it. And it was really common, too. When I finally would catch it, it would almost always spend it's next turn running away again.
I hate Autosave I'm not talking where it's like two or three times in a level (evenly paced so you don't lose too much progress or have to repeat too much if you do die) I'm talking that special kind of autosave that feels the need to remind you every time it decides to save that it's saving. It stops the game just to say "hey you can continue where you left off" but then when it resumes...yeah...accidental death from cheep shot?
A couple of mine would have to be: ~The day DLC's took over the "unlocking part" of the gaming industry. ~ I'm tired of 3 stage bosses ~ Constant reminders through out the game... How to play the game... ~ Escort missions.... ~ Games with no purpose/story and no sense of adventure. For me those are one of the key factors in a good game.
Warren Marris Well, even if you flanked all the aliens, had them all at 1 HP, and had every soldier in your squad possessing both their moves, you could STILL be f*cked over by that 1% chance to miss, and naturally, you get critical'd by some thin men, and your entire squad gets crushed because of that 1% chance.
Sam Geuvenen Yup! This is true!!! Still love the game though! Its FANTASTIC but so freaking hard!!!! Prefer the originals to the remake... but remake is mighty fine!
Sam Geuvenen play some pokemon bro, and i dont mean the game , but online or against some friends, i cant tell you the amount of rage to be had from a missed explosion (your pokemon explodes killing itself, so when it missed, your kinda pissed and tactically fucked as that extra pokemon seals the game
Silent protagonists are designed to make the player feel as if they are the characters they play, and not just puppeteers. In Half-Life, you ARE Gordon Freeman, not just playing as Gordon Freeman. The makers of Doom directly state that the main character is silent because YOU are the main character, and you can't really speak to someone who doesn't exist, right?
That's what I thought. I think the reason the Silent Protagonist is overused is because the game developers don't know how every person would act in a certain situation so every game would have to be heavily RP influenced and you know how that would turn out. Nobody would really like games anymore because they would be mostly the same so yeah...
Play the pc game called OFF. In that game it actually says you the player are a mysterious god like entity that directly commands the protagonist to do what you want him to do.
See, it's fine when it seems to be deliberate, but it's vexing when it just sorta...is. There's nothing that defines a character, nothing that shows them as a character, nothing. They're just...glorified meat puppets with no personality. Like, Doomguy, Link, Mario, etc have SOME individual personality, even without words. Some characters are just... lifeless
Any form of silent protagonist is lazy. It's not immersive, it's just dumb. Speaking spoken at rather than engaging with another speaking NPC is idiotic.
I do admit, Ice levels in games are pretty brutal. The fact that you cant sustain your place for more than 3 seconds absolutely piss me off. And don't even get me started about The Legend of Zelda: The WindWaker for GC (Now for WiiU). That ice island. Bleh.
My 10 hated video game moments (in no particular order) > Loading Screens > Escorts Missions > Terrible AI > Overpowered/Overused multiplayer weapons and equipment > Cash currency in a paid game (I'm looking at you, EA) > Shit servers for multiplayer (*cough* EA *cough*) > Hand-holding (extensive tutorials etc) > Invisible Walls > Unfair matching (Fifa, RPG PvP etc) > And finally, DAY 1 FUCKING DLC.
Lol Evolve is pretty infamous for having a huge lack of content and Day 1 DLC. If it had MORE content like extra gamemodes and a custom map creator I think it would be a lot more enjoyable :)
Harry Flacks >Loading screens >Terrible AI >Overpowered/Overused multiplayer weapons and equipment >Shit multiplayer servers Sounds like you'd hate Bloodborne.
Invisible walls are not necessary. It is much better to have visible walls, like limited stamina that prevents you from swimming too far out to sea, mountain ranges and hill-sides too steep to climb etc. My pet peeves are: 1. "passive" story telling. If I can't change or in any way impact the story, then fuck off. Shove your unskippable cut scenes and endless unskippable monologues where the sun doesn't shine. 2. Games that prevent me from selecting the desired difficulty setting on the first playthrough. 3. Regenerating health. It encourages camping behind crotch-high walls and picking off enemies one by one, ducking down occasionally to go into foetal positon and suck your thumb to get your health back. To get the desired difficulty in a game with regenerating health game it is necessary to making enemies do enough burst damage to kill the player quickly; which ends up feeling random, cheap and luck-based. Without regenerating health you encourage the player to take risks (because being a coward is an even bigger risk), to go in guns blazing; you know, fun? You can have difficulty without making enemies do cheap amounts of burst damage that can kill you in fractions of a second. 4. Mechanics that take control away from the player and does things the player cannot do. Quick time events are the most obvious transgressor here, but there are many more, such as long-winded "kill moves"/"take down moves", unskippable climbing, opening etc. animations. This is the most effective way to kill immersion apart from cut-scenes. It is often not possible to do away with these entirely, but they should be minimized and shortened as much as possible. Consider opening doors in a classic like doom, you just press a button and the door slides open without locking the player in place and spending 5 seconds playing a door opening animation. 5. Top tier graphics. Yup, I really mean it. Good graphics means giant teams of hundreds of people, it means huge budgets that have to be recouped by making the most dumbed down possible game that can be played by rolling your face on the keyboard. Good graphics also often means that you must be consistent and sacrifice gameplay for the sake of maintaining nice, consistent animations; you can't leave things unshown. This has a tendency to bog down the gameplay with QTEs, unskippable animations etc. Excellent graphics also often look worse than good graphics. There are a couple of reasons behind this. The uncanny valley effect happens very easily, e.g. when animations are just a bit off on very realistic models. Good graphics does not imply good art; artistry is so much more important than technically advanced rendering; the most realistic pine tree in the world is still just a pine tree, the most realistic beach is still just where dirt meets water, we've all seen these things and they're not interesting or eye-catching; you can make the worlds most technically advanced brown FPS, with really realistic dirt, generic military NPCs and it will look unappealing and uninteresting. A game that uses more of available horse-power can't push enough frames for it too look good; essentially the first thing I do is drop the resolution until the game plays rock solid at 120 FPS; because that plays and feels excellent and that's what's important. If that means I have to go all the way down to 720p, so be it, but it's going to look like a ****ing console game at that resolution; even if you use deferred rendering with hundreds of light sources, ambient occlusion, whatever, there's just not enough pixels there for it to look good. If you optimize for 30 or 60 FPS on high end hardware at 1080p you're making the game look worse than it could with less props, less lights, less open environments and so on.
I doubt I will be alone when I say that the disempowerment of women (or just characters in general) is something that should be on everyone’s list of worst video game cliches.
My no. 1 pet peeve in video games: Unskippable tutorials and opening scenes. After the 400th Pokemon game released, I don't need to be told how to catch a fucking Pokemon! Just let me skip it. And sometimes I just want to replay my favorite games without sitting through a 20 min opening cutscene.
i like the silent protagonist - you can identify much better if you can think for yoruself what you would say rather than having some lousy dialogue that makes you hate the character you are supposed to help. So if the character aint silent i want at least 3 - 5 dialogue options to choose from. -invisible walls can actually be covered in a way that they look like natural barriers. having actually invisible barriers is frustrating
I do hate silent protaginists because they feel lazy as fuck because immagine if joel or ellie didnt speak but as far as it goes invisable walls can be made great when they are in the form of an endless sea like Grand Theft Auto v or they look like natural barriers like the mountains srounding the ezios villa in ac2
Yeah.... Speaking of Left 4 Dead 2, I'd rather play with Artificial Intelligence company, rather than through quickplay with company that absolutely LACKS intelligence.
I don't really have a problem with Mario Party; if the entire game is based around luck, I don't see much of a problem. What you see on the tin is what you get. But when it's just a mechanic in a game, like the other two examples, then it becomes a problem for me.
so yeah, you get thrusted into such events so often that it doesn't really bother you anymore. For some, it takes longer to get used to. For others, they can never really get over that frustration of losing in luck based events(or losing for any reason). It's just how some people work, and is why we can never have complete peace with random online matchmaking or online competive.
for number 9: Rocket jumping using enemy rockets, deflecting enemy rockets, airblasting snipers out of the way so they miss their target, airblasting enemies into the line of fire, etc...
Nefos ehhhhhh, i feel compelled to say noblue shells can be dodged (with some godly skill, but ive done it a few times) and with 200 cc, luck is the least of your problems, its those sharp ass u turns when you normally drift, but drifting gets you fucked in 200 cc
Smashfan258 this misconception that the top tier nintendo games are casual needs to stop, MK8 online and even 200 cc can be stupidly hard at times. i doubt much racing games are that hard and fucked with all the items and the added fear of first place bieng the target of everyone that gets an item box
Malik Curriah Yeah but... no one really plays a racing game competitively. Especially a game like Mario Kart, I've never heard of a competitive scene for it. I'm not saying it can't be, but it seems unlikely that you would want to play a game like that competitively. Always thought it was more of a goof around racing game. If there are tournaments mind linking me to somewhere where I can watch that?
mmm.. Arguement on Pyro: Just running at them in a frontal assault and firing up your weapon along the way is a good way to get dominated and killed before you could do anything. So really there _IS_ some strategy for Pyro, which is usually ambush and guerrilla tactics.
Technically speaking, Minecraft isn't endless. That said, the worlds are so freaking huge (60 billion square metres [1 block = 1 square meter]), this fact is usually ignored.
Phlowerchyld It used to be that it'd keep going until the game engine and level generator broke down (look up "The Far Lands"), but they've since "fixed" that by making a solid wall generate.
And technically speaking, while the map may not be endless, the amount of stuff you can do is. Ok, if you get _really_ technical you could play a map for so long that you eventually put every possible block arrangement in place, but that would probably require several billion years of gameplay. (60 billion blocks per height*256 levels to get the number of block positions. And I forget my combinatorics, so I'm not sure how to compute the number of possible ways to use the 100 or so available blocks in each of these several trillion positions. Add in a realistic estimate about how long it takes to travel around the map changing blocks around and you get a _very large_ amount of time.)
To avoid invisible walls, at least with water, I'd add a swimming energy meter, and when you run out, you drown. So, with no invisible walls, you can't reach the edge because you'll drown before you get there.
Games SHOULD be about gameplay. That's why it's a game, not a book. Darkness, though...UGH I can't agree more on that. I need to see things. It's even worse in portable games, when you're outside in the sun...
Doctor Derpy I... am trying to find a reason why... *BUT I THINK THERE ISNT A REASON TO MAKE A GAME THAT MUCH OF A GRAPHIC NOVEL* And that's where Minecraft takes part. Hey how about put you in the middle of nothing and do what you want? 10/10 on that part.Would have to deal with some game issues and AI/RNG
Presumably, because QTE's can add a lot to games. Some do over rely on it, but when done well, they add a certain flare to the events (Look at something like Asura'a Wrath, or even Kingdoms of Amalur)
Critical hits are bullshit but hey, I was the last soldier standing in arena mode and got 2 crits on the enemy team while they were capping the point. 5 people that put so much effort into eliminating my team got murdered by my 2 crit rockets. To me, that was hilarious. To the enemy team, it was a good enough reason to vote me off the server.
I respectfully disagree with your first point. I personally connect with a main character with either a mask or one that shuts the hell up. The main character should be a personification of the player. His/her thoughts (and actions mind you) are the player's thoughts and actions. This is why I like Link as a character. :P You see where I'm going with this. On the other hand, characters that HAVE character can be a nice change of pace. Duke Nukem is a great example. What he says defines him and makes him interesting. The risk are players who find his personality repulsive, which is why it's ultimately better to stick with a silent protagonist.
Wait wait wait...brainless flamethrower? No. You gotta plan your ambushes, get behind people, know the map so you can move around and not get murderized. So, flamethrowers themselves might be a bit brainless, what with not really aiming, but the tactics to use one well, ain't. :p 2 years late comment, sue me.
in a tf2 video he made later on he says: "As a pyro, you are the king of very close range combat." So I think he treats the flamethrower as a ranged weapon that's meant to be used as a close range weapon. So his problem seems to be more so about how absurdly large a melee weapon can be. Like if I went into an fps game with a beam sword that has the same range as the flames coming out of said weapon. You can be as aggressive as you want, and you are almost assuredly gonna take at least one person with you when you die. I personally don't quite agree with this sentiment when it comes to the flamethrower. Cause flamethrower ammo can be used up fairly quickly, and so despite the large range, it does have its downsides.
Luck is a tricky subject. In most games you can make your chances higher, and critical hits are pretty satisfying when the happen. BUT....XCOM....how many times have i missed with 99% chance....that's bullshit
Quick time events should've been up there. You have to press a button during a cutscene or obstacle or you die because you weren't fast enough or not paying attention when you thought this was a cutscene. They've been popping up all over since the sixth generation of games. I'm looking at you, Resident Evil since 4.
GAH! WHY DOES EVERYONE THINK MARIO IS A SILENT PROTAGONIST, HE IS NOT, HE HAS A VOICE AND EVEN DIALOUGE!!! guh... Sorry, i just see mario used as an example of a silent protagonist so often when he isn't one. He used to be, but he isn't now.
Silent protagonists are often the winners of "best character" awards because people like vanilla heroes. People love Gordon Freeman specifically because he has no real personality and so we can imprint on him. This is common in other media, though. Harry Potter, Bella Swan, and Frodo are all pretty much the least interesting characters in their respective stories (though the competition's pretty close with Twilight). Games just remove one more barricade between us and the self-insert fanfiction we really want.
Only in the first Half-life. The first Half-life had very little and very neutral dialog. Essentially all the NPCs were interchangeable no-bodies. There were dozen scientists and barnies, all the same. Most of the plot actually happened in the game. You felt like Gordon was you. The key to pulling off a successful silent protagonist is for the protagonist to not behave automatically in a way you wouldn't. You can kill Barney and take his gun, you can let Barney come along and help you, you can try to protect him and keep him alive as long as you can. But not in HL2, here player-NPC interactions are overtly forced on you in a way that's grating. In the second Half-life there were so many awkward moments and so much dialog that you just felt like a spineless jellyfish mindlessly floating through this cheap throwaway plot they forced you to sit through. The NPCs even joked about you being mute; breaking the fourth wall. The game also forced this annoying bint on you; every scene where Alyx was talking bollocks and making mild pleasantries I was standing right beside her hitting her repeatedly in the head with a crowbar and she was just smiling and trying to maintain a facade of being a "potential love interest" in a transparent attempt to appeal to teenagers.
Eldersrolls does it way better, you caracter does not have a voice so you take that role, but you still interact with the world around you. Not get tolled go there and look up and down to nod.
THAT for me depends on the game, but it would make sense as you are spamming out, using your muscle constantly to make sure your character doesn't die, meanwhile every virtual bone and muscle in his/her virtual body is trying to make sure Pixel AB is still gonna be attached to Pixel BA, then it's ok. What's not Ok is having button prompts that if you don't press the button exactly within one nanosecond it appears, your ass will be torn inside out and your face eaten alongside pork rice.
No press a to not die is referring to new super mario wii where if there are multiple players if you press A your character will appear in a bubble if that was sarcasm ignore this comment cuz it's hard to tell with txt mr David
If I made a list like this, QTEs of any kind would definitely be my number one. Especially if the penalty for failing is death, but all QTEs are just incredibly lazy gameplay imo. They're worse than having just a normal cutscene where you can't do anything at all.
Your argument about silent protagonist is just... whaaat?! I think we need more of them. I don't like when all I'm doing is controlling some character that's not a presentation of me but a character in a plot and a story and setting that I only guide him/her trough and giving the protagonist a voice makes me feel an outsider even more.
that'd be great if you could atleast interact with others in a game, or if you are in an isolated area, where you wouldn't need to speak at all. Otherwise, I agree with Rabbid, it doesn't help the game in the slightest
I have a new number 1 for you. People who host drop-in drop-out co-op games, get you and presumably other people to beat them for you, then kick you out and steal the loot. I have specifically encountered this several times in Borderlands 2, although I'm sure it happens in other games
I agree with number 10, except in the Fable games. Number 9, it depends on the player's preference. Number 8, there's nothing we can do it about. I agree with everything else. Do extremely low drop-rate items count in number 1 though? That's what I really fucking hate in games. Like items with drop-rate of 12/255 or so. Oh, and unadjustable camera angles too.
Camera angles that suddenly change, and you change direction. I'm talking about games like Assassin's Creed 3 in the places that cause a sudden change in camera angle, and like an idiot, Connor (or Haytham) turn around instantly. Pokemon X/Y doesn't do this, take the Elite 4 hall for example, the camera changes to a side-view, and if you are still holding up on the D-pad, or still pushing the circle pad up, the direction you're heading in does not change. Although it is a different case entirely as in Pokemon x/y you don't have control over the camera whereas in AC3, you do.
yeah in all games there is just like somesort of frame skip or something that fucks you over WHEN IT IS MOST INTENSE and it just doesn't matter what is your system no matter if it is notch's computer or if it lags on windows it just fucks you over
I know when I play Kingdom Hearts Re:Coded for the DS, the TPS levels in the long hallways cause lag if I use a thunder attack and blow enough sh*t up.
Eleven years later and I have the opposite opinion on the silent protagonist. So many modern games would've been improved if the characters just shut the fuck up instead of spouting off quips every three seconds. Fucking Marvel-ass writing is a plague on modern media.
the biggest thing i hate in video games is in first person games when the fov is shit and it makes me sick. it literally can ruin games like metro 2033.
Well some people beg for immersion. If you mean how wide you can see, I would say fix it, but with the mask and water and shit, it kinda adds that realism that everyone for some reason wants.
Zachery Lawshe i like in last light the mask and wiping off and stuff like that but im talking about games on console that are like 50 fov and dont let you see from your peripherals at all. mass effect 2 had the same problem even though it was 3rd person.
Peroxide that actually exactly why i buy certain games on PC. its really easy to change the FOV on pretty much any pc games in the game files while its impossible to do on console.
Also, I give credit to you for showing Major Ocelot at the end of this list: despite being just the first boss his battle was so intense that he made me think I was thrown in a real war, fighting for my life.
well, the top 10 things i hate are: #10- over-realistic games and graphics (c'mon, games exist for creators to make something UNreal, something that they can imagine, and if all you can give out and imagine is kicking simulator AKA Fifa16 or car driving simulator AKA Need for Speed or 50% of GTA V then you are human without any possible imagination or feelings... im srry EA but thats it. Some people try to create a game about historical events which only proves they have big imagination, but others don't even try. If i wanted realism, i would look through window and notice freaking 1080p 60fps graphics outside, no need to spend money) #9- Communities and fanbases (yes, there are soo many simply stupid people who actvlike kids. best examples being Zelda fans who say ''its not ocarina of time, it sucks'' or League of Legends community, where ppl just curse on each other because they can't play, are weaker than others or just want to burn everyone in hatred with things like ''mid or feed'') #8- Bugs and glitches (there isn't much to say, every game has them. Its just soo annoying to die or lose progress just because of bugged enemy AI or falling through floor) #7- Unfair challenges (Im that guy who must 100% a game hes playing, but sometimes it's just almost impossible. Best example being smash WiiU where some challenges are completed solely by luck and even best player in the world wouldnt complete them without it) #6- In-game cheat system (it's just stupid to give out the cheats to the players, if 75% at a time you get punished for using it. Contrary to that, i really enjoy mod support, as when players create something for a game they love to improve the experience of the others, it's just lovely) #5- Low quality ports (yes Ubisoft, you heard me. What's the point of porting a game to a console or PC, for which you can't make a simple thing. The results are astonishing with games running 10fps on ps4 or wiiu or graphical glitches flying through every tiny bit of gameplay. It's just lazy) #4- up-scale ''remakes'' (that is something that shouldn't exist at all. Developers recreating their games is something good, giving their old games a fresh breath of air by updating textures, lighting or systems like combat or questing, bot when some people just upscale the resolution of an old game and want to release it at full price, it's disgusting. Best examples being Twilight Princess HD and Master Chief Collection...) #3- Broken AI (not only enemies can be broken, to a point where they are 0 challenge or are just unbeatable but also allies. In some games it's especially noticeable like Skyrim, where your companion is invincible or Resident Evil 5 where he/she is stupid as shiet, but enemies in Mario and Call of Duty games take a cake, where they slowly wait for death. Assassin's Creed is close tho these two, with enemies seeing you, but waiting till you kill them) #2- Bad level design (yup, going back to whole imagination thing, some people took it tooooo seriously, where they create games with thousands of puzzles settled inside of one little level or create a mess which is impossible to navigate through. This created some very popular memes and just talks, like Water Temple, but to be honest Water Temple still shines in comparison to other, even more bland and stupid levels in few games) #1- How players see games (it infuriates me when i see people throwing shiet at games just because they have ''cartoony' graphics or look like games for kids... ehh still games like Smash, Mario and Zelda prove to be ones of the best series in whole gaming, no matter the kiddishness or graphics...)
2 things i dislike 1 stealth it always felt too slow for my liking it's not always annoying but there are some cases like the last of us that kinda tested me particularly once i got to david he will not give you weapons except for your switchblade and simply running up to him and slashing for a bit won't work you have to take him stealthily get caught and it's game over especially when he gets his machete out i like having a plan b like in the case of dishonored or arkham asylum or crysis 2 2 moral choice this would make sense on paper but paper dissolves in water and goes see through when you rub grease on it the problem lies not just in the flawed concept of either going all one way or all the other but the fact that our choices have consequences the beauty of the horrible things we do is knowing they're consequence free
I hate it when in some boss fights they have minions helping them fight you and they just get in the way. Also when a enemy (boss or not) knocks you down and keeps attacking you and you just lay there and can't do anything about it.
*OH HELL FUCKING YESH!!!!!!!!!!!!!!!!!* I HATE that shit, along with QTE's! Where yeah sure if you have a 'turbo' controller whatever, but for real... urgh!! Combined with Absurd BOSS HP ? -_- .!. (yeah)
To be fair towards the Silent Protagonist, there are quite a few games where it's understandable that the character doesn't talk. For example, who is Chell honestly going to talk to? What is there to be gained in her saying something? And FFX, I absolutely find less immersive because the main character talks. Because Tidus is an insufferable mouth-breathing dullard who SHOULD keep his mouth shut lest I take the game disc and shove it down James Arnold Taylor's windpipe.
***** His laugh is just the icing on the cake for me, though I know some people don't agree. I'm just always annoyed by him, laugh or not. Honestly, I would have loved FFX a LOT more if Tidus would just shut his face-holes.
well it would be even less immersive if people were having conversations left and right asking for his opinion and hes just sitting there blank faced daydreaming about losing his virginity
Red Pyro Not really. If he didn't talk, I could just be like, "Oh, dude's mute, that's cool." or "Oh, dude doesn't talk. That's cool." But when he actually says something, I'm so incomparably, inconsolably annoyed that I actually remember that I'm playing a game, due to the fact that I experience an overwhelming desire to just switch the console off or snap the disc in two.
What about the other two games he mentioned? You know, Heavy Rain and Metal Gear Solid? It's hard to say that these games are less immersive, if only because the voice-acting is half-decent. XD
Entertaining, sometimes. But also REALLY annoying, because of the CPU NOT PLAYING BY THOSE RULES. It's a pain in the ass when you're doing something absolutely perfectly, and the game decides "Nah, screw ya. Have the entire system screw you as I give myself the world. "
the reason why many games are dark and gritty and muted shades of blue n brown (looking at you, call of duty) is because it masks bad lighting physics that would make the game lag more otherwise, from what I've heard.
You know what I hate? Cutscene Incompetence. I see this in numerous games, where you absolutely kick ass in gameplay, and the moment you get done beating a boss, he easily defeats you in a cutscene and goes about his business. The most recent example is the Witcher 2, holy hell, the Witcher 2. If you fight Letho, you can end up beating this guy without taking a single hit (I did it with ease), but the moment the fight ends, he casts a spell on you that makes normal people stagger backwards... and it stuns you for about two minutes. Then he just walks away easily. This happens in A LOT of games, where the main character just stands there and gets owned by a boss instead of actually beating them up, or just watches with a stupid expression while something horrible happens. Hell, this happens ALL THE TIME in Bethesda games, the most glaring example being in Fallout 3 in Project Purity. And yes, this is a spoiler. So, you just killed about 30 troopers in power armor and took their guns, without even slowing down. You get back to your father who is being held hostage by literally 3 people.... and you are forced to stand still while he decides to kill himself and them for no apparent reason, mostly because you could just walk up and press the VATS button, and all of them would die before they could even raise their guns. This is EVERYWHERE and I fucking hate it.
As a counter, cutscene hypercompetence is equally bad. Like, in a cutscene, you're able to zip about through a literal army of enemies, one-shotting them all... then you get back into game, and you're just kinda plodding along, taking a dozen hits to kill a basic grunt
yo, i've been going down your list, obviously now that im in 2013 atm, just laying in bed getting over a really bad stomach flu and im going to try and like as many of your videos as i can but im not in a position where thats entirely easy due to my set up. you do some of the best top lists on youtube and its kept me busy and i just want to say thank you.
Okay, you just went from one extreme to another. Flamethrowers have no range, sniper rifles have all the range. I could be misinterpreting the meaning, but I'm thinking he meant give them some range, or perhaps even a firing range instead of just the 'hold button to kill' factor like an MG, possibly give the option to single-shot like non-fully auto guns that has range.
Silent protagonists give me a sense of loneliness and desolation, so Samus and Wander, who are alone, can be silent, but Mario, Link, Kirby, Crash Bandicoot and Crono aren't, so they have to talk. And silent protagonists are to me even less immersive than talking protagonists because I use video games as interactive books
Except for Serge Badeen. They made him silent just because the silent protagonist is the exact opposite of the nietzschian Ubermensch, and Lynx is the gaming incarnation of Nietzsche (because Lynx lived in 1010 A.D. and Nietzsche in the early XX century in my fanfiction Chrono Newgate is revealed that Nietzsche was actually inspired by Lynx).
Invisible walls can be really frustrating, I had to revise my entire strategy in Valkyria Chronicles once, because my tank couldn't pass a space that was clearly large enough
I'm a computer science student/budding game designer (mostly programmer). I love videos like this. I'm not exactly sure where my life is headed---maybe I'll get a job at a big company like Google or found a start-up or something and never work in games professionally---but it's probable that I may be a small part of some mainstream or at least publicly sold games by 2020 (if I don't manage to make some small indie project beforehand). I'm going to a good school (Digipen: Institute of Technology; look it up), and it's likely that I'll be a small influence in the game industry in a few years. Know that you've influenced me in some small way, as many videos and articles before and after this one have and will. Whenever someone posts a video like this, someone out there watches it and is influenced by what they heard. You say invisible walls are a necessary part of games that can't be avoided; I disagree. While yes, technical and artistic and financial and logical limitations prevent most games from being infinite (and I think that's an incredibly good thing), "invisible walls" don't have to be the answer. They're cheap and stupid and break immersion and not the only way to confine the player. First of all, just visible walls fix the problem. That's simple and feels more constraining, but it avoids weird invisible walls that remind you that this is a video game and have no real place in a game's universe (although it could; a game ABOUT invisible walls might be interesting ...). Then of course there's wrapping. Wrap the game world. You can always walk infinitely in any direction because the South end seamlessly links to the North. But that doesn't always make sense in a game world either. Stuck on an island, go too far and you die, also solutions to the problem that have been done before. But I actually think the most interesting solution is procedural generation. I think that maybe it could work to programmatically implement procedural generation in a game that's not a roguelike or exploration game or otherwise ABOUT procedural generation. I can imagine utilizing procedural generation to make the edges of an otherwise standard AAA affair not cut off so abruptly, but rather go on more naturally even without interesting gameplay. Maybe this would encourage the player to go back to carefully crafted interesting story while not feeling boxed in and like they have to. And, of course, leave a Easter Egg in the form of a statue of one of the developers or something for that one guy that records himself walking straight into nothingness for six hours. At least, that's some of my thoughts about one of your ten points. I subscribed. I'm going to see if you have any more interesting thoughts I might consider in future designs. That's all. -Sincerely, G
For the sake of the argument, if flamethrowers had realistic range in a video game, it would be about 20-30 feet, which for a constant damage weapon would be ridiculous. Thats why it's range is super short. Same thing applies to shotguns to a lesser extent; their range is much larger then what video games portray them as for balance reasons.
I want to make a game with a bonus dark ice level with one-hit-killing bullet sponge enemies and fans pushing the player every direction in a pattern. And if you win, you get a smiley sticker in your inventory/trophy collection.
Opinion time! #10- Good job for pointing at Samus for one of those who are "talkative". #9- I agree. Despise how awesome a flamethrower can be, I'd choose a plain old gun over that any day. #8- WHO PUT THIS WALL HERE?! #7- I also hate terrible A.I. I mean why do they even bother to help if they're just gonna attempt to commit suicide? #6- Aw, I wanted the cake. SOMEONE GIVE ME HIGHER HP THAN YIAZMAT! #5- You didn't mention the Zelda CD-i games (minus Zelda's Adventure), in which darkness is a bigger problem. #4- *points gun at Navi and Fi* I don't know which one of you I have to shoot! #3- I don't know. Water physics are also bad, but nonetheless. #2- A CRITICAL HIT! Me: *smashes Nintendo 3DS* #1- I'd give a giant F U to the Mario Party A.I.
i quite like the random crits in tf2 actually as its really funny to see someone in front of you get vaporized by a crit rocket as you follow them around a corner
Pokémon does the whole silent protagonist deal too, but it's pretty clear that the protagonist actually responds and it's actually possible to figure out what your little person is saying and if you want to be creative, you can figure out your own dialouge.
Everybody says Mario Party and Mario Kart are luck-based, and yet, in multiplayer, it's almost always the most skilled player that wins. Go figures, huh? Luck is something you have to take into account and maximize it. Know when to try your luck and when not to. That's something boardgame players do very well when they jump onto video games.
And the new Mario Party Island Tour is even WORSE! Instead of coins and the other nice perks for the games, after winning a minigame, (which even MORE are luck) you get dice.
the one thing I hate the most in games is the bosses that you supposed to lose to and ended up useing all of your best items and probably a couple of hours of grinding
I hate those bosses that regain all their HP after you got them down to about a quarter of their original health (I'm looking at you Final Fantasy-series).. Some even do it TWICE
I once fought a boss that started regenerating it's health as soon you dealt damage to it.
This comment gave me Vietnam flashbacks to Qada in Bravely Default. He has regen, static damage, AND poison. That fight was cancer!
Or hell, how about the boss just straight up regenerating to full after you beat them
(Looking at you, Gill)
For me...No Post-Game.
By that I mean, no matter how many times you finish the main campaign, you always start off just before the final mission.
A lot of games I love do this, and it still annoys me. It sort of kills the satisfaction of saving the world if I don't get to see it afterwards until the sequel.
I beat Zelda twilight princess and ocarina of time and that pissed me off. what hgappens to all these characters? in paper Mario 1 and sticker star it does this as well, and it really kills the satisfaction of beating a final boss.
im lookin at you ganon
Personally, I love Zelda, Wind Waker being my favourite game, but I do get what you are at.
I do like games with more to get, especially if it is a game that isn't that long.
Mario and Luigi, Bowsers inside story does this too.
Every Zelda game I’ve played does this, including Breath of the Wild and Tears of the Kingdom, really stunk…
Also Final Fantasy 7
I hate Time Limits. Part of the reason I just can't get into Majora's Mask.
Yeah, dead rising too. But when I learned that your progress carries over in both games I got into them
I can't get into Majora's Mask for the same reason. I feel like I'm under the gun, even more than normal gameplay. I can't think under that kind of pressure, so I fuck up more often.
Did you play long enough to learn the song to slow down time? With time slowed, you should have plenty of time to do what you need to do without being rushed.
I couldn't get into Majora's Mask because of the lack of direction
same
Have you seen the last time Zelda tried a non-silent protagonist?…………………………………………………………………………………………………………………………………. we don't speak its name!
shudap shudap shudap lalalalalalaalallalalalal!!!!!! i can't hear you!!!!!
But the CD-I zelda games had some hilariously bad cutscenes, and it gave birth to the youtube poops.
The one sorta not really good thing came out of.
Technically that wasn't Nintendo, or, in my opinion, even Link. That's just some doofus in a Peter Pan costume. Honestly, though, I think that if Nintendo actually tried to give Link a voice, it could turn out pretty good. It's kinda like Pit, a silent protagonist through both of his games, until 20 years later he gets a voice and he's freaking hilarious. Then again, consider me biased if you want, but I believe, after spending my entire life so far playing Nintendo games, that Nintendo can do any gameplay mechanic and make it at least bearable.
Kirbachu5 I agree with every word you just said.
I absolutely hate, HATE escort missions
There's a bunch of reason escort missions are awful across the board.
Frequently bad AI makes it feel like you are baby-sitting a toddler rather than playing a game.
Often there is an open ended way to approach a problem in many different ways, but never with escort missions; there is only one way, follow along and protect.
Escort missions have a bad tendency to hoist scripted events on you that can cause the escorted NPC to die before you can react. This leads to a bunch of trial and error where you, like in the movie ground hog day, plan out a carefully coreographed script; place mines where enemies will pop up, move and respond to events before they occur and other unfun immersion breaking activities.
ik thats why i hate them
ACACE10 Elizabeth is techinically an escort quest for a good majority of Bioshock Infinite, same with Ellie from The Last of Us. But these are two of the slim escort quest based games that are actually fun. Great AI partners, helpful in battle in different ways and are actually well written and not some cliche "save me" additued.
But, yeah... generally they are not fun at all just because of how unbearable it is. If your'e going to base your game around protecting a character, make them like the two I've mentioned above. Unkilllable and actually helpful within the game while being scripted right and not get stuck some place or constantly gets injured/killed/taken.
Resident Evil 4 is possibly one of the worst of them all, as great as that game was Ashley was the worst part of it. Easy to kill, easy to grab forcing you to stop and save her all the while trying to avoid dying yourself can be frustrating and especially during some portions of the game where there are a ton of enemies on the screen. What kinda ticks me off most is the portion where you are forced to play as her and she can easily escape the cultists grasps when you are playing her, but AI controlled? Forget it. At least once you get her into the armor it makes playing the game so much easier, especially if you're playing on the hardest diffucilty.
That is why essential npc's (like in skyrim) work well. Skyrim has desend AI most of the time, but if it bugs out it is not a real problem.
there is a level of hell that is just escort missions.
14:43
I want a game where your assistant companion helper person says this whenever you get into an ice level:
"Oh s**t. It's an ice level. Put on your f**king spiked shoes or else you'll be sliding around like a fat guy walking on a surface covered in lubricants."
when it comes to invisible walls i like it more when the devs make a reason with the environment for not being able to go somewhere rather then just placing an invisable wall or having an npc say "you can't go there" (which to me is more annoying then invisible walls.)
I was literally just about to comment that!
I actually did a video similar to this where I talk about invisible walls... check it out if you're interested!
remember in driver san fransico? the guy you play as says he cannot go there, and his partner calls him a moron.
I really hate Bosses with a shitlpad of HP. It isn't a boss fight anymore. It's a chore.
especially when they are easy , but you fuck up because you get bored
Mario and Luigi partners in time.
FNAF WORLD
The only thing worse than that is if they can heal themselves. I don't know how common that is, but it took 2 days in a row for me to beat the final boss of an RPG because it could run away to heal itself constantly until you caught it. And it was really common, too. When I finally would catch it, it would almost always spend it's next turn running away again.
I dislike when you have trouble getting a item in a video game.
I hate Autosave
I'm not talking where it's like two or three times in a level (evenly paced so you don't lose too much progress or have to repeat too much if you do die) I'm talking that special kind of autosave that feels the need to remind you every time it decides to save that it's saving. It stops the game just to say "hey you can continue where you left off" but then when it resumes...yeah...accidental death from cheep shot?
respawning enemies, overpowered weapons in multiplayer, and those glitches that makes enemies go inside the wall or rock
yep
backtracking can be okay if you encounter something new but if i'm just going back with no challenge then i don't like it
true
again, true
I would much prefer Fallout 4 having a silent protagonist.
A couple of mine would have to be:
~The day DLC's took over the "unlocking part" of the gaming industry.
~ I'm tired of 3 stage bosses
~ Constant reminders through out the game... How to play the game...
~ Escort missions....
~ Games with no purpose/story and no sense of adventure. For me those are one of the key factors in a good game.
You hate luck-based gameplay? You'd have an aneurism playing XCOM.
Sam Geuvenen Hell Yeah! But again, there is some skill needed too so maybe he would be ok with that...
Warren Marris Well, even if you flanked all the aliens, had them all at 1 HP, and had every soldier in your squad possessing both their moves, you could STILL be f*cked over by that 1% chance to miss, and naturally, you get critical'd by some thin men, and your entire squad gets crushed because of that 1% chance.
Sam Geuvenen Yup! This is true!!! Still love the game though! Its FANTASTIC but so freaking hard!!!! Prefer the originals to the remake... but remake is mighty fine!
Sam Geuvenen get a lieutenant sniper, and then see there being not a 100% chance to crit, lel. I mean really, snipers are so fucking strong in xcom.
Sam Geuvenen play some pokemon bro, and i dont mean the game , but online or against some friends, i cant tell you the amount of rage to be had from a missed explosion (your pokemon explodes killing itself, so when it missed, your kinda pissed and tactically fucked as that extra pokemon seals the game
Silent protagonists are designed to make the player feel as if they are the characters they play, and not just puppeteers. In Half-Life, you ARE Gordon Freeman, not just playing as Gordon Freeman. The makers of Doom directly state that the main character is silent because YOU are the main character, and you can't really speak to someone who doesn't exist, right?
That's what I thought. I think the reason the Silent Protagonist is overused is because the game developers don't know how every person would act in a certain situation so every game would have to be heavily RP influenced and you know how that would turn out. Nobody would really like games anymore because they would be mostly the same so yeah...
Play the pc game called OFF. In that game it actually says you the player are a mysterious god like entity that directly commands the protagonist to do what you want him to do.
See, it's fine when it seems to be deliberate, but it's vexing when it just sorta...is. There's nothing that defines a character, nothing that shows them as a character, nothing. They're just...glorified meat puppets with no personality. Like, Doomguy, Link, Mario, etc have SOME individual personality, even without words. Some characters are just... lifeless
Any form of silent protagonist is lazy. It's not immersive, it's just dumb. Speaking spoken at rather than engaging with another speaking NPC is idiotic.
I do admit, Ice levels in games are pretty brutal. The fact that you cant sustain your place for more than 3 seconds absolutely piss me off. And don't even get me started about The Legend of Zelda: The WindWaker for GC (Now for WiiU). That ice island. Bleh.
My 10 hated video game moments (in no particular order)
> Loading Screens
> Escorts Missions
> Terrible AI
> Overpowered/Overused multiplayer weapons and equipment
> Cash currency in a paid game (I'm looking at you, EA)
> Shit servers for multiplayer (*cough* EA *cough*)
> Hand-holding (extensive tutorials etc)
> Invisible Walls
> Unfair matching (Fifa, RPG PvP etc)
> And finally, DAY 1 FUCKING DLC.
lol invisi wall cant be change it will aways be there man
Dante Vic Visible walls perhaps? Just put mountains, cliffs, water or scrap in the way.
Harry Flacks last one, im looking at you evolve!
Lol Evolve is pretty infamous for having a huge lack of content and Day 1 DLC. If it had MORE content like extra gamemodes and a custom map creator I think it would be a lot more enjoyable :)
Harry Flacks
>Loading screens
>Terrible AI
>Overpowered/Overused multiplayer weapons and equipment
>Shit multiplayer servers
Sounds like you'd hate Bloodborne.
Random battles. ****ing, random battles. I seriously hate that shit.
Things I hate about multiplayer games:
1-10:hackers
And that is one thing consoles have over PC, they are hard(not impossible) but really hard to hack.
Don't forget Pay 2 Win.
D.L.C
Micro transaction
Pay for online play
Short game that i payed 69 buck (canada)
Milking
.... to be short most of new gen games ;)
Also, DLC stands for DownLoadable Content. Do you see something that tells you to pay?
+Ramón Elbal Ruiz and faggot means a bundle of sticks, but it doesn't mean that anymore
+Ramón Elbal Ruiz and feminism was for the equality of women, but it doesn't mean that anymore.
also add more focus on the online than the single player, online only games, and QTE's.
So it's your fault for buying AAA. You're the moron giving money to the developers who implement these things.
Invisible walls are not necessary. It is much better to have visible walls, like limited stamina that prevents you from swimming too far out to sea, mountain ranges and hill-sides too steep to climb etc.
My pet peeves are:
1. "passive" story telling. If I can't change or in any way impact the story, then fuck off. Shove your unskippable cut scenes and endless unskippable monologues where the sun doesn't shine.
2. Games that prevent me from selecting the desired difficulty setting on the first playthrough.
3. Regenerating health. It encourages camping behind crotch-high walls and picking off enemies one by one, ducking down occasionally to go into foetal positon and suck your thumb to get your health back. To get the desired difficulty in a game with regenerating health game it is necessary to making enemies do enough burst damage to kill the player quickly; which ends up feeling random, cheap and luck-based. Without regenerating health you encourage the player to take risks (because being a coward is an even bigger risk), to go in guns blazing; you know, fun? You can have difficulty without making enemies do cheap amounts of burst damage that can kill you in fractions of a second.
4. Mechanics that take control away from the player and does things the player cannot do. Quick time events are the most obvious transgressor here, but there are many more, such as long-winded "kill moves"/"take down moves", unskippable climbing, opening etc. animations. This is the most effective way to kill immersion apart from cut-scenes. It is often not possible to do away with these entirely, but they should be minimized and shortened as much as possible. Consider opening doors in a classic like doom, you just press a button and the door slides open without locking the player in place and spending 5 seconds playing a door opening animation.
5. Top tier graphics. Yup, I really mean it. Good graphics means giant teams of hundreds of people, it means huge budgets that have to be recouped by making the most dumbed down possible game that can be played by rolling your face on the keyboard. Good graphics also often means that you must be consistent and sacrifice gameplay for the sake of maintaining nice, consistent animations; you can't leave things unshown. This has a tendency to bog down the gameplay with QTEs, unskippable animations etc. Excellent graphics also often look worse than good graphics. There are a couple of reasons behind this. The uncanny valley effect happens very easily, e.g. when animations are just a bit off on very realistic models. Good graphics does not imply good art; artistry is so much more important than technically advanced rendering; the most realistic pine tree in the world is still just a pine tree, the most realistic beach is still just where dirt meets water, we've all seen these things and they're not interesting or eye-catching; you can make the worlds most technically advanced brown FPS, with really realistic dirt, generic military NPCs and it will look unappealing and uninteresting. A game that uses more of available horse-power can't push enough frames for it too look good; essentially the first thing I do is drop the resolution until the game plays rock solid at 120 FPS; because that plays and feels excellent and that's what's important. If that means I have to go all the way down to 720p, so be it, but it's going to look like a ****ing console game at that resolution; even if you use deferred rendering with hundreds of light sources, ambient occlusion, whatever, there's just not enough pixels there for it to look good. If you optimize for 30 or 60 FPS on high end hardware at 1080p you're making the game look worse than it could with less props, less lights, less open environments and so on.
You're not alone, mate, I hate it when the game has bad lighting.
I doubt I will be alone when I say that the disempowerment of women (or just characters in general) is something that should be on everyone’s list of worst video game cliches.
Luck has to be number one. Single player games might work in your favor but in multiplayer games that give your enemies luck is just pure frustration.
My no. 1 pet peeve in video games:
Unskippable tutorials and opening scenes. After the 400th Pokemon game released, I don't need to be told how to catch a fucking Pokemon! Just let me skip it. And sometimes I just want to replay my favorite games without sitting through a 20 min opening cutscene.
19:33
Snorlax: "Draw me like one of your french girls"
i like the silent protagonist - you can identify much better if you can think for yoruself what you would say rather than having some lousy dialogue that makes you hate the character you are supposed to help. So if the character aint silent i want at least 3 - 5 dialogue options to choose from.
-invisible walls can actually be covered in a way that they look like natural barriers. having actually invisible barriers is frustrating
+Orkar Isber (Estar)
I agree! In neverwinter nights 2 I find that the protagonist talking too much would ruin it!
I do hate silent protaginists because they feel lazy as fuck because immagine if joel or ellie didnt speak but as far as it goes invisable walls can be made great when they are in the form of an endless sea like Grand Theft Auto v or they look like natural barriers like the mountains srounding the ezios villa in ac2
Yeah....
Speaking of Left 4 Dead 2, I'd rather play with Artificial Intelligence company, rather than through quickplay with company that absolutely LACKS intelligence.
AI is nicer too. They actually heal you when you have 3 health points left, unlike us humans. So nice, and thanks to Rochelle for saving me!
I don't really have a problem with Mario Party; if the entire game is based around luck, I don't see much of a problem. What you see on the tin is what you get. But when it's just a mechanic in a game, like the other two examples, then it becomes a problem for me.
so yeah, you get thrusted into such events so often that it doesn't really bother you anymore. For some, it takes longer to get used to. For others, they can never really get over that frustration of losing in luck based events(or losing for any reason). It's just how some people work, and is why we can never have complete peace with random online matchmaking or online competive.
for number 9: Rocket jumping using enemy rockets, deflecting enemy rockets, airblasting snipers out of the way so they miss their target, airblasting enemies into the line of fire, etc...
Air blasting rockets ok air blasting snipers out of the way just burn them airblasting enemies into enemy fire burn them
Luck is such a bitch. I'm almost giving up playing Mario Kart 8 competitively because of how much MORE luck based it is compared to older MK games.
Nefos Hold up, competitively? The most casual game, in the world (well not really but still) is being played competitively?
Nefos ehhhhhh, i feel compelled to say noblue shells can be dodged (with some godly skill, but ive done it a few times) and with 200 cc, luck is the least of your problems, its those sharp ass u turns when you normally drift, but drifting gets you fucked in 200 cc
Smashfan258 this misconception that the top tier nintendo games are casual needs to stop, MK8 online and even 200 cc can be stupidly hard at times. i doubt much racing games are that hard and fucked with all the items and the added fear of first place bieng the target of everyone that gets an item box
Malik Curriah Yeah but... no one really plays a racing game competitively. Especially a game like Mario Kart, I've never heard of a competitive scene for it. I'm not saying it can't be, but it seems unlikely that you would want to play a game like that competitively. Always thought it was more of a goof around racing game. If there are tournaments mind linking me to somewhere where I can watch that?
Nefos Seriously? This is a thing!? I must join!
mmm.. Arguement on Pyro: Just running at them in a frontal assault and firing up your weapon along the way is a good way to get dominated and killed before you could do anything. So really there _IS_ some strategy for Pyro, which is usually ambush and guerrilla tactics.
Treu, but I had an entere evening were I took one weird but not short route and I keept getting kills. It does work stupidly well. (On doomsday)
Technically speaking, Minecraft isn't endless. That said, the worlds are so freaking huge (60 billion square metres [1 block = 1 square meter]), this fact is usually ignored.
yeah the size of a minecraft world is the same as the surface area of neptune... so yeah... pretty large
Oh, I thought the Minecraft world kept expanding until your computer broke. Guess I was wrong.
Phlowerchyld
It used to be that it'd keep going until the game engine and level generator broke down (look up "The Far Lands"), but they've since "fixed" that by making a solid wall generate.
And technically speaking, while the map may not be endless, the amount of stuff you can do is.
Ok, if you get _really_ technical you could play a map for so long that you eventually put every possible block arrangement in place, but that would probably require several billion years of gameplay. (60 billion blocks per height*256 levels to get the number of block positions. And I forget my combinatorics, so I'm not sure how to compute the number of possible ways to use the 100 or so available blocks in each of these several trillion positions. Add in a realistic estimate about how long it takes to travel around the map changing blocks around and you get a _very large_ amount of time.)
rashkavar Eh... almost endless - I can't make an automatic cookie-maker.
To avoid invisible walls, at least with water, I'd add a swimming energy meter, and when you run out, you drown. So, with no invisible walls, you can't reach the edge because you'll drown before you get there.
Games SHOULD be about gameplay. That's why it's a game, not a book.
Darkness, though...UGH I can't agree more on that. I need to see things. It's even worse in portable games, when you're outside in the sun...
Doctor Derpy I... am trying to find a reason why... *BUT I THINK THERE ISNT A REASON TO MAKE A GAME THAT MUCH OF A GRAPHIC NOVEL*
And that's where Minecraft takes part. Hey how about put you in the middle of nothing and do what you want?
10/10 on that part.Would have to deal with some game issues and AI/RNG
Toon link slipping on ice cracks me up every time xD
Why aren't there QuickTime events on this list
Presumably, because QTE's can add a lot to games. Some do over rely on it, but when done well, they add a certain flare to the events (Look at something like Asura'a Wrath, or even Kingdoms of Amalur)
For the invisible wall thing. Some mountains or walls would look nicer than empty space for some games...
15:23 100 hour version of that somebody
Critical hits are bullshit but hey, I was the last soldier standing in arena mode and got 2 crits on the enemy team while they were capping the point. 5 people that put so much effort into eliminating my team got murdered by my 2 crit rockets.
To me, that was hilarious. To the enemy team, it was a good enough reason to vote me off the server.
I respectfully disagree with your first point. I personally connect with a main character with either a mask or one that shuts the hell up. The main character should be a personification of the player. His/her thoughts (and actions mind you) are the player's thoughts and actions. This is why I like Link as a character. :P You see where I'm going with this.
On the other hand, characters that HAVE character can be a nice change of pace. Duke Nukem is a great example. What he says defines him and makes him interesting. The risk are players who find his personality repulsive, which is why it's ultimately better to stick with a silent protagonist.
Invisible walls should be replaced by kill zones, walk into an off limits cave, a bear eats you.
Well there were with Jak and Daxter games.
Wait wait wait...brainless flamethrower? No. You gotta plan your ambushes, get behind people, know the map so you can move around and not get murderized. So, flamethrowers themselves might be a bit brainless, what with not really aiming, but the tactics to use one well, ain't. :p
2 years late comment, sue me.
in a tf2 video he made later on he says: "As a pyro, you are the king of very close range combat." So I think he treats the flamethrower as a ranged weapon that's meant to be used as a close range weapon. So his problem seems to be more so about how absurdly large a melee weapon can be. Like if I went into an fps game with a beam sword that has the same range as the flames coming out of said weapon. You can be as aggressive as you want, and you are almost assuredly gonna take at least one person with you when you die. I personally don't quite agree with this sentiment when it comes to the flamethrower. Cause flamethrower ammo can be used up fairly quickly, and so despite the large range, it does have its downsides.
Luck is a tricky subject. In most games you can make your chances higher, and critical hits are pretty satisfying when the happen. BUT....XCOM....how many times have i missed with 99% chance....that's bullshit
2:01 I AM CRYING OMFG
Groose: the cowlick that every cowlick hairstyle wishes to be XD
Quick time events should've been up there. You have to press a button during a cutscene or obstacle or you die because you weren't fast enough or not paying attention when you thought this was a cutscene. They've been popping up all over since the sixth generation of games. I'm looking at you, Resident Evil since 4.
Know who sucks with tutorials?
Mario and Luigi Dream Team
what about escort missions?
I acctualy like Ice physics....
9:08 what makes this boss possible is at the outside of the arena. Where you can restock, heal up, and save your progress all at once
Quick time events are the worst for me
15:20 O....M....G
XD
Perfect, just amazing
GAH!
WHY DOES EVERYONE THINK MARIO IS A SILENT PROTAGONIST, HE IS NOT, HE HAS A VOICE AND EVEN DIALOUGE!!!
guh...
Sorry, i just see mario used as an example of a silent protagonist so often when he isn't one. He used to be, but he isn't now.
Yahoo and lets a go isnt really dialogue what is the most recent game where he had a lot of dialogue different than short phrases or spunds
Sounds*
He's silent insofar as he doesn't actually have any real dialogue. He makes noises, but he doesn't actually meaningfully interact with anything/anyone
There's one game that makes flamethrowers useful at long range: Shadow Warrior. They stuck a GRENADE LAUNCHER to it.
Silent protagonists are often the winners of "best character" awards because people like vanilla heroes. People love Gordon Freeman specifically because he has no real personality and so we can imprint on him. This is common in other media, though. Harry Potter, Bella Swan, and Frodo are all pretty much the least interesting characters in their respective stories (though the competition's pretty close with Twilight). Games just remove one more barricade between us and the self-insert fanfiction we really want.
Only in the first Half-life. The first Half-life had very little and very neutral dialog. Essentially all the NPCs were interchangeable no-bodies. There were dozen scientists and barnies, all the same. Most of the plot actually happened in the game. You felt like Gordon was you. The key to pulling off a successful silent protagonist is for the protagonist to not behave automatically in a way you wouldn't. You can kill Barney and take his gun, you can let Barney come along and help you, you can try to protect him and keep him alive as long as you can. But not in HL2, here player-NPC interactions are overtly forced on you in a way that's grating.
In the second Half-life there were so many awkward moments and so much dialog that you just felt like a spineless jellyfish mindlessly floating through this cheap throwaway plot they forced you to sit through. The NPCs even joked about you being mute; breaking the fourth wall. The game also forced this annoying bint on you; every scene where Alyx was talking bollocks and making mild pleasantries I was standing right beside her hitting her repeatedly in the head with a crowbar and she was just smiling and trying to maintain a facade of being a "potential love interest" in a transparent attempt to appeal to teenagers.
You say that, but it didn't stop people from imprinting on him in HL2.
Slashstar314 The opposite being true for some has no bearing on a discussion of the overall trend.
If you're going to be that stupid, you *should* apologise for commenting.
Eldersrolls does it way better, you caracter does not have a voice so you take that role, but you still interact with the world around you. Not get tolled go there and look up and down to nod.
What about "press X to not die"?
QTE?
THAT for me depends on the game, but it would make sense as you are spamming out, using your muscle constantly to make sure your character doesn't die, meanwhile every virtual bone and muscle in his/her virtual body is trying to make sure Pixel AB is still gonna be attached to Pixel BA, then it's ok. What's not Ok is having button prompts that if you don't press the button exactly within one nanosecond it appears, your ass will be torn inside out and your face eaten alongside pork rice.
No press a to not die is referring to new super mario wii where if there are multiple players if you press A your character will appear in a bubble if that was sarcasm ignore this comment cuz it's hard to tell with txt mr David
If I made a list like this, QTEs of any kind would definitely be my number one. Especially if the penalty for failing is death, but all QTEs are just incredibly lazy gameplay imo. They're worse than having just a normal cutscene where you can't do anything at all.
Andrew Genz
normal cutscenes aren´t bad in my opinion
Your argument about silent protagonist is just... whaaat?! I think we need more of them. I don't like when all I'm doing is controlling some character that's not a presentation of me but a character in a plot and a story and setting that I only guide him/her trough and giving the protagonist a voice makes me feel an outsider even more.
It's harder to tell an immersive story with a silent hero
that'd be great if you could atleast interact with others in a game, or if you are in an isolated area, where you wouldn't need to speak at all.
Otherwise, I agree with Rabbid, it doesn't help the game in the slightest
I have a new number 1 for you. People who host drop-in drop-out co-op games, get you and presumably other people to beat them for you, then kick you out and steal the loot. I have specifically encountered this several times in Borderlands 2, although I'm sure it happens in other games
ya, I hope in the next GTA it will have automatic deposit so people don't kill you and take your money while you are trying to deposit it.
I agree about luck but I don't like most of your examples
I agree with number 10, except in the Fable games.
Number 9, it depends on the player's preference.
Number 8, there's nothing we can do it about.
I agree with everything else.
Do extremely low drop-rate items count in number 1 though? That's what I really fucking hate in games. Like items with drop-rate of 12/255 or so.
Oh, and unadjustable camera angles too.
BAD CAMERA ANGLES ARE THE WORST
i've played games with items that have 1% item drop rate
I have seen drop-rates at 1/10,000. The worst part is, it isn't even that good of a drop.
Camera angles that suddenly change, and you change direction. I'm talking about games like Assassin's Creed 3 in the places that cause a sudden change in camera angle, and like an idiot, Connor (or Haytham) turn around instantly. Pokemon X/Y doesn't do this, take the Elite 4 hall for example, the camera changes to a side-view, and if you are still holding up on the D-pad, or still pushing the circle pad up, the direction you're heading in does not change. Although it is a different case entirely as in Pokemon x/y you don't have control over the camera whereas in AC3, you do.
MeidoLazorZangetsuha Monster hunter game by any chance? They have lots of those and sometimes you need two or three of them to make a full armour set
WHAT ABOUT LAG
Lag isn't exactly and element built into a game, it is just something created by your console or computer, whatever your playing your game on
Nathan Smith
well thats not exacly the case in sims 3
the lag comes from the game itself
yeah in all games there is just like somesort of frame skip or something that fucks you over WHEN IT IS MOST INTENSE and it just doesn't matter what is your system no matter if it is notch's computer or if it lags on windows it just fucks you over
I know when I play Kingdom Hearts Re:Coded for the DS, the TPS levels in the long hallways cause lag if I use a thunder attack and blow enough sh*t up.
lagg is about YOUR internet connection. not the game it self.
Eleven years later and I have the opposite opinion on the silent protagonist. So many modern games would've been improved if the characters just shut the fuck up instead of spouting off quips every three seconds. Fucking Marvel-ass writing is a plague on modern media.
the biggest thing i hate in video games is in first person games when the fov is shit and it makes me sick. it literally can ruin games like metro 2033.
Well some people beg for immersion. If you mean how wide you can see, I would say fix it, but with the mask and water and shit, it kinda adds that realism that everyone for some reason wants.
Zachery Lawshe i like in last light the mask and wiping off and stuff like that but im talking about games on console that are like 50 fov and dont let you see from your peripherals at all. mass effect 2 had the same problem even though it was 3rd person.
I get the exact same thing, but its only really on PC. You can blame console ports for that...
Peroxide that actually exactly why i buy certain games on PC. its really easy to change the FOV on pretty much any pc games in the game files while its impossible to do on console.
***** Exactly, but then you get games like COD that lock it to 65.
AAnd here's Link.
Waa! Waa! Waa! Waa! WAA!
15:21
I have a Strange Flamethrower in TF2 and I love to piss off F2Pers with it. I can see why people would hate you to do so.
GET THAT NAMETAG AND CHANGE THE NAME TO
"F2P Burner"
Just saying.
Alexander Albinsson I called it 'The Grim Reaper's Burn'' because of how many afterburn kills I got with it.
Also, I give credit to you for showing Major Ocelot at the end of this list: despite being just the first boss his battle was so intense that he made me think I was thrown in a real war, fighting for my life.
How about the "because we are friends" cliche?
MLP? lulzjk... /)'
but yeah, care to elaborate?
every single JRPG except shin megami tensei?Every fucking anime
That is why I like western rpgs, it is your story
My friends are my power.
well, the top 10 things i hate are:
#10- over-realistic games and graphics (c'mon, games exist for creators to make something UNreal, something that they can imagine, and if all you can give out and imagine is kicking simulator AKA Fifa16 or car driving simulator AKA Need for Speed or 50% of GTA V then you are human without any possible imagination or feelings... im srry EA but thats it. Some people try to create a game about historical events which only proves they have big imagination, but others don't even try. If i wanted realism, i would look through window and notice freaking 1080p 60fps graphics outside, no need to spend money)
#9- Communities and fanbases (yes, there are soo many simply stupid people who actvlike kids. best examples being Zelda fans who say ''its not ocarina of time, it sucks'' or League of Legends community, where ppl just curse on each other because they can't play, are weaker than others or just want to burn everyone in hatred with things like ''mid or feed'')
#8- Bugs and glitches (there isn't much to say, every game has them. Its just soo annoying to die or lose progress just because of bugged enemy AI or falling through floor)
#7- Unfair challenges (Im that guy who must 100% a game hes playing, but sometimes it's just almost impossible. Best example being smash WiiU where some challenges are completed solely by luck and even best player in the world wouldnt complete them without it)
#6- In-game cheat system (it's just stupid to give out the cheats to the players, if 75% at a time you get punished for using it. Contrary to that, i really enjoy mod support, as when players create something for a game they love to improve the experience of the others, it's just lovely)
#5- Low quality ports (yes Ubisoft, you heard me. What's the point of porting a game to a console or PC, for which you can't make a simple thing. The results are astonishing with games running 10fps on ps4 or wiiu or graphical glitches flying through every tiny bit of gameplay. It's just lazy)
#4- up-scale ''remakes'' (that is something that shouldn't exist at all. Developers recreating their games is something good, giving their old games a fresh breath of air by updating textures, lighting or systems like combat or questing, bot when some people just upscale the resolution of an old game and want to release it at full price, it's disgusting. Best examples being Twilight Princess HD and Master Chief Collection...)
#3- Broken AI (not only enemies can be broken, to a point where they are 0 challenge or are just unbeatable but also allies. In some games it's especially noticeable like Skyrim, where your companion is invincible or Resident Evil 5 where he/she is stupid as shiet, but enemies in Mario and Call of Duty games take a cake, where they slowly wait for death. Assassin's Creed is close tho these two, with enemies seeing you, but waiting till you kill them)
#2- Bad level design (yup, going back to whole imagination thing, some people took it tooooo seriously, where they create games with thousands of puzzles settled inside of one little level or create a mess which is impossible to navigate through. This created some very popular memes and just talks, like Water Temple, but to be honest Water Temple still shines in comparison to other, even more bland and stupid levels in few games)
#1- How players see games (it infuriates me when i see people throwing shiet at games just because they have ''cartoony' graphics or look like games for kids... ehh still games like Smash, Mario and Zelda prove to be ones of the best series in whole gaming, no matter the kiddishness or graphics...)
At least in the MCC, you get 4 games in one
2 things i dislike
1 stealth it always felt too slow for my liking it's not always annoying but there are some cases like the last of us that kinda tested me particularly once i got to david he will not give you weapons except for your switchblade and simply running up to him and slashing for a bit won't work you have to take him stealthily get caught and it's game over especially when he gets his machete out i like having a plan b like in the case of dishonored or arkham asylum or crysis 2
2 moral choice this would make sense on paper but paper dissolves in water and goes see through when you rub grease on it the problem lies not just in the flawed concept of either going all one way or all the other but the fact that our choices have consequences the beauty of the horrible things we do is knowing they're consequence free
timebomb456 punctionation.
timebomb456 I actually like stealth in Bethesda games.
I hate it when in some boss fights they have minions helping them fight you and they just get in the way. Also when a enemy (boss or not) knocks you down and keeps attacking you and you just lay there and can't do anything about it.
you should have added button mashing.
*OH HELL FUCKING YESH!!!!!!!!!!!!!!!!!*
I HATE that shit, along with QTE's! Where yeah sure if you have a 'turbo' controller whatever, but for real... urgh!! Combined with Absurd BOSS HP ? -_- .!.
(yeah)
I dunno, qtes
To be fair towards the Silent Protagonist, there are quite a few games where it's understandable that the character doesn't talk. For example, who is Chell honestly going to talk to? What is there to be gained in her saying something? And FFX, I absolutely find less immersive because the main character talks. Because Tidus is an insufferable mouth-breathing dullard who SHOULD keep his mouth shut lest I take the game disc and shove it down James Arnold Taylor's windpipe.
***** His laugh is just the icing on the cake for me, though I know some people don't agree. I'm just always annoyed by him, laugh or not. Honestly, I would have loved FFX a LOT more if Tidus would just shut his face-holes.
I hate escort missions.
well it would be even less immersive if people were having conversations left and right asking for his opinion and hes just sitting there blank faced daydreaming about losing his virginity
Red Pyro Not really. If he didn't talk, I could just be like, "Oh, dude's mute, that's cool." or "Oh, dude doesn't talk. That's cool." But when he actually says something, I'm so incomparably, inconsolably annoyed that I actually remember that I'm playing a game, due to the fact that I experience an overwhelming desire to just switch the console off or snap the disc in two.
What about the other two games he mentioned? You know, Heavy Rain and Metal Gear Solid? It's hard to say that these games are less immersive, if only because the voice-acting is half-decent. XD
I... I find luck-based games entertaining, though....
Yeah, I agree.
Entertaining, sometimes. But also REALLY annoying, because of the CPU NOT PLAYING BY THOSE RULES. It's a pain in the ass when you're doing something absolutely perfectly, and the game decides "Nah, screw ya. Have the entire system screw you as I give myself the world. "
the reason why many games are dark and gritty and muted shades of blue n brown (looking at you, call of duty) is because it masks bad lighting physics that would make the game lag more otherwise, from what I've heard.
luck it rhymes with duck and also buck but u another word for it F***!
His name is buck and he likes to...
pugler20 eat...
vagina
You know what I hate? Cutscene Incompetence.
I see this in numerous games, where you absolutely kick ass in gameplay, and the moment you get done beating a boss, he easily defeats you in a cutscene and goes about his business. The most recent example is the Witcher 2, holy hell, the Witcher 2.
If you fight Letho, you can end up beating this guy without taking a single hit (I did it with ease), but the moment the fight ends, he casts a spell on you that makes normal people stagger backwards... and it stuns you for about two minutes. Then he just walks away easily.
This happens in A LOT of games, where the main character just stands there and gets owned by a boss instead of actually beating them up, or just watches with a stupid expression while something horrible happens.
Hell, this happens ALL THE TIME in Bethesda games, the most glaring example being in Fallout 3 in Project Purity.
And yes, this is a spoiler.
So, you just killed about 30 troopers in power armor and took their guns, without even slowing down. You get back to your father who is being held hostage by literally 3 people.... and you are forced to stand still while he decides to kill himself and them for no apparent reason, mostly because you could just walk up and press the VATS button, and all of them would die before they could even raise their guns.
This is EVERYWHERE and I fucking hate it.
As a counter, cutscene hypercompetence is equally bad. Like, in a cutscene, you're able to zip about through a literal army of enemies, one-shotting them all... then you get back into game, and you're just kinda plodding along, taking a dozen hits to kill a basic grunt
yo, i've been going down your list, obviously now that im in 2013 atm, just laying in bed getting over a really bad stomach flu and im going to try and like as many of your videos as i can but im not in a position where thats entirely easy due to my set up. you do some of the best top lists on youtube and its kept me busy and i just want to say thank you.
The whole thing about flamethrowers is not having range...
They're not sniper rifles. Don't expect them to be. Everything has a pro and a con.
Okay, you just went from one extreme to another. Flamethrowers have no range, sniper rifles have all the range. I could be misinterpreting the meaning, but I'm thinking he meant give them some range, or perhaps even a firing range instead of just the 'hold button to kill' factor like an MG, possibly give the option to single-shot like non-fully auto guns that has range.
3:30
Zombie: its cool man I'll wait
Leon: thanks
5:45 Me
“It is important that you do not have to be in the cue.”
in assassins creed 1 water really sucks cause it can kill you , Altair regrets missing swim meet all those times
Jak and Daxter - Silent Protagonist
Jak 2:Renegade - Suddenly learnt how to speak
This always confused me xD
"Skill always beats Luck" - Mick Mundy (Sniper)
Silent protagonists give me a sense of loneliness and desolation, so Samus and Wander, who are alone, can be silent, but Mario, Link, Kirby, Crash Bandicoot and Crono aren't, so they have to talk.
And silent protagonists are to me even less immersive than talking protagonists because I use video games as interactive books
Except for Serge Badeen. They made him silent just because the silent protagonist is the exact opposite of the nietzschian Ubermensch, and Lynx is the gaming incarnation of Nietzsche (because Lynx lived in 1010 A.D. and Nietzsche in the early XX century in my fanfiction Chrono Newgate is revealed that Nietzsche was actually inspired by Lynx).
I feel like the borders of game worlds should be natural (I. E. huge impassable canyons a la the north world border of BOTW)
The thing about the 1-hit KO moves in Pokemon is they always seem to work for the AI, but never seem to work for you.
I know this doesn't count but ROLLOUT!!!!!!!!
I get the silent protagonist thing, but if the hero talks, it feels less like you're the hero, and more like you're watching someone else's adventure
Invisible walls can be really frustrating, I had to revise my entire strategy in Valkyria Chronicles once, because my tank couldn't pass a space that was clearly large enough
I'm a computer science student/budding game designer (mostly programmer). I love videos like this.
I'm not exactly sure where my life is headed---maybe I'll get a job at a big company like Google or found a start-up or something and never work in games professionally---but it's probable that I may be a small part of some mainstream or at least publicly sold games by 2020 (if I don't manage to make some small indie project beforehand). I'm going to a good school (Digipen: Institute of Technology; look it up), and it's likely that I'll be a small influence in the game industry in a few years.
Know that you've influenced me in some small way, as many videos and articles before and after this one have and will. Whenever someone posts a video like this, someone out there watches it and is influenced by what they heard.
You say invisible walls are a necessary part of games that can't be avoided; I disagree. While yes, technical and artistic and financial and logical limitations prevent most games from being infinite (and I think that's an incredibly good thing), "invisible walls" don't have to be the answer. They're cheap and stupid and break immersion and not the only way to confine the player. First of all, just visible walls fix the problem. That's simple and feels more constraining, but it avoids weird invisible walls that remind you that this is a video game and have no real place in a game's universe (although it could; a game ABOUT invisible walls might be interesting ...). Then of course there's wrapping. Wrap the game world. You can always walk infinitely in any direction because the South end seamlessly links to the North. But that doesn't always make sense in a game world either. Stuck on an island, go too far and you die, also solutions to the problem that have been done before. But I actually think the most interesting solution is procedural generation. I think that maybe it could work to programmatically implement procedural generation in a game that's not a roguelike or exploration game or otherwise ABOUT procedural generation. I can imagine utilizing procedural generation to make the edges of an otherwise standard AAA affair not cut off so abruptly, but rather go on more naturally even without interesting gameplay. Maybe this would encourage the player to go back to carefully crafted interesting story while not feeling boxed in and like they have to.
And, of course, leave a Easter Egg in the form of a statue of one of the developers or something for that one guy that records himself walking straight into nothingness for six hours.
At least, that's some of my thoughts about one of your ten points. I subscribed. I'm going to see if you have any more interesting thoughts I might consider in future designs. That's all.
-Sincerely,
G
For the sake of the argument, if flamethrowers had realistic range in a video game, it would be about 20-30 feet, which for a constant damage weapon would be ridiculous. Thats why it's range is super short. Same thing applies to shotguns to a lesser extent; their range is much larger then what video games portray them as for balance reasons.
I want to make a game with a bonus dark ice level with one-hit-killing bullet sponge enemies and fans pushing the player every direction in a pattern. And if you win, you get a smiley sticker in your inventory/trophy collection.
Opinion time!
#10- Good job for pointing at Samus for one of those who are "talkative".
#9- I agree. Despise how awesome a flamethrower can be, I'd choose a plain old gun over that any day.
#8- WHO PUT THIS WALL HERE?!
#7- I also hate terrible A.I. I mean why do they even bother to help if they're just gonna attempt to commit suicide?
#6- Aw, I wanted the cake. SOMEONE GIVE ME HIGHER HP THAN YIAZMAT!
#5- You didn't mention the Zelda CD-i games (minus Zelda's Adventure), in which darkness is a bigger problem.
#4- *points gun at Navi and Fi* I don't know which one of you I have to shoot!
#3- I don't know. Water physics are also bad, but nonetheless.
#2- A CRITICAL HIT!
Me: *smashes Nintendo 3DS*
#1- I'd give a giant F U to the Mario Party A.I.
i quite like the random crits in tf2 actually as its really funny to see someone in front of you get vaporized by a crit rocket as you follow them around a corner
I LOVE the Final Fantasy X boss music at 7:43 . Pretty much ALL the main bosses are SOOOO overpowered. -_-
Pokémon does the whole silent protagonist deal too, but it's pretty clear that the protagonist actually responds and it's actually possible to figure out what your little person is saying and if you want to be creative, you can figure out your own dialouge.
+rabbidluigi I can see where you're coming from, that's y I put my brightness all the way up.
The Goldeneye mission where you're trying to get the Invincibility cheat. That scientist was just there or wasn't.
Everybody says Mario Party and Mario Kart are luck-based, and yet, in multiplayer, it's almost always the most skilled player that wins. Go figures, huh? Luck is something you have to take into account and maximize it. Know when to try your luck and when not to. That's something boardgame players do very well when they jump onto video games.
Technically Reed's paintings are not luck , you just have to know what art looks like.
Millah Voiles in later games, not in the original
ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooh
Silent Protagonists can be done right when they show face expressions and emotions. I just wish people would stop judging them.
And the new Mario Party Island Tour is even WORSE! Instead of coins and the other nice perks for the games, after winning a minigame, (which even MORE are luck) you get dice.
the one thing I hate the most in games is the bosses that you supposed to lose to and ended up useing all of your best items and probably a couple of hours of grinding