Game mechanics that piss you off or are just missing part 2

Alchemyst

July 2017
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Alot of time has passed and we've had plenty of new games to play, now that doesn't mean these games have been perfect all the way through, some of them had some pretty ****ed up gameplay mechanics

I loved Enslaved as much as the next man, but my god....why did you NOT include a jump button, for as many robots coming after you, add a ****in jump button for Christ's sake. Let's not get into the half second delay when you press a button and the character responds, that was annoying as hell.

Alpha Protocol - I always hate games that encourage you to use stealth but give the enemy A.I. superhuman senses, i was crouched down being silent as ever, well apparently, the guard who had his back turned heard the whole thing and next thing you know, i had to deal with multiple guards being alerted of my presence. The targeting in the game was also not that great, but hey, that comes with the territory when your dealing with Sega

Sniper: Ghost Warrior - this game suffers the same flaws as Alpha Protocol, sneak into a place making absolutely no noise, but some guard manages to hear you and unleashes unholy hell upon you.

Kane and Lynch: Dog Days - I really wanted to make myself like this game, but when you hide behind cover and the enemy STILL manages to accurately hit you, it easily makes this game not so great, heaven forbid you are holding a fire extinguisher in hopes of throwing into a group of enemies and shooting it, they never seem to miss when shooting that thing which ultimately ends in your demise

Socom 4 - Socom 4 is not a bad game IMO, but once again, guards have superhuman senses, not to mention your teammates are pretty stupid and gives me reason to believe they have death wishes, ordered them to take cover, they run right into the gunfire, another teammate witnesses this and tries to revive them while being shot at in the open....idiots.
 
Not being able to save the game whenever I dang well feel like it.
 
I agree on Enslaved, I thought it was an amazing game but it needed some sort of dodge over Arkham City type button. I think ive said this before but ill say it again. Alan Wake needed a melee attack. Not like some one hit kill thing but just something for last resort
 
I agree on Enslaved, I thought it was an amazing game but it needed some sort of dodge over Arkham City type button. I think ive said this before but ill say it again. Alan Wake needed a melee attack. Not like some one hit kill thing but just something for last resort

Dont' get me wrong, Enslaved is a great game, it looks great, but little things like the ability to jump go a long way, especially with the odds that are against you
 
Ya know, its not a mechanic at all, but one thing that bugs me that is absent, are weapon slings. I think i know of ONE game(Brothers in Arms: RTH30) that actually had weapon slings. In all these games, the guns just magically stick to the back or the user.
 
When games don't have a pause of skip button for cutscenes. That should be a standard for every game.
 
Ya know, its not a mechanic at all, but one thing that bugs me that is absent, are weapon slings. I think i know of ONE game(Brothers in Arms: RTH30) that actually had weapon slings. In all these games, the guns just magically stick to the back or the user.

Only game that I can remember that adheres to slings is Uncharted, I like the fact that you can see his arsenal on him. GTA on the other hand, all weapons stored within their clothes...yes....even a bazooka
 
Crysis 2 - Unnteractive enviroments, destructibility. prone, lean, good textures, in engine cut-scenes

Fear 2- Stupid flasho-light vision, everything looks like puke. Dumbed down AI. No duel weilding, checkpoint system.

Bioshock - Big pointy arrow

Rainbow 6: Vegas 1/2 - Third person gears of war wall cover

Battlefield 3- convoluted XP/Unlock system

Call Of Duty
- Uninteractive enviroments. Static blocked doors until NPC's open them. Invisible walls. Chest high fences that cant be climbed. "you are leaving the battefield" die in 5 second messages. Strawberry jam vision. On-the-rails sections. Slow motion "shoot now"

Portal 2
- FMV's not runnng in-engine. Slow motion "shoot now" ending. Less interactive enviroments. No server list.

Grand Theft Auto 4 - Lets go play darts buddy.

Skyrim - Borked leveling system. Over-powered before you even reach the halfway cap.

Alien VS Predator
- Aliens speed reduced to two miles an hour. Simplyer level design. Checkpoints. No more never ending spawns. Unlimited saves.

Dirt 2 - XP system, annoying dude bro voice shouting at you constantly.

Dead Space - Third person Doom III. Walk into a room, ooga booga, something jumps out. Best horror game ever apparently.

Jurrasic Park - The Game - Guitar hero.

Fallout 3 - Oblivion with guns

Torchlight - Multiplayer

Brothers In Arms : Hells Highway - Third person wall cover

Sonic 4 - momentum, multiple routes.

Syndicate - Remove thinking, turn FPS, press X to win,

Xcom- Remove thinking, turn FPS, press X win.

Xcom: EU - Third person over the shoulder, no action points, no snapped shots, no inventory management, unlimited ammo, only one base.

Mass Effect - Dialogue wheel, third person wall cover

Mafia II - Third person wall cover, simplfied vehical combat (none).

That New Hitman Game
- See through walls visions, checkpoints, more linear levels, scripted, more actiony.

Prince Of Persia (2008) - The ability to loose
 
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Only game that I can remember that adheres to slings is Uncharted, I like the fact that you can see his arsenal on him. GTA on the other hand, all weapons stored within their clothes...yes....even a bazooka

But even that game doesn't. Sure his pistol has a holster, but every other weapon just 'sticks' to his back.
 
Ya know, its not a mechanic at all, but one thing that bugs me that is absent, are weapon slings. I think i know of ONE game(Brothers in Arms: RTH30) that actually had weapon slings. In all these games, the guns just magically stick to the back or the user.


Clipping issues. Designers haven't figured out a way to keep slings from magically phasing in and out of a character's torso/shoulders/etc. It's the same thing that keeps virtual guitarists in Guitar Hero and Rock Band from having guitar slings --- their axes just magically float in midair. (I used to attribute that to the guitars resting on overly large codpieces stuck in the guitarist's trousers, but that's another story entirely)
 
With the Mass effect series though the missing slings were on purpose. it's was to show how futuristic things have got by having the rifles and other guns would stick to the slot magnetically. Also the video game Advent Rising beat them to that. With both powers and guns that t work the same way.
 
Admittedly this is a weird issue that will never be fixed. I really wish developers would work together on button design for control. Alternating between Arkham City and Assassin's Creed: Revelations really makes me think of it. After playing Assassin's Creed for a while I started playing Arkham City again, I want to run somewhere, but my mind is still on Revelation's control, so I crouch instead of running. In a fight in Revelations after playing Batman and see someone about to attack, I press Y and get hit. The playstyle is so similar just wish some of the controls were the same.
 
You get that with shooters, for the most part. Either everything plays like Call of Duty, or it plays like Gears of War. Usually, the control schemes are the same depending on it being a TPS or FPS.

MGS Peacewalker not allowing me to crawl was weird. It's a small enough thing that it doesn't break the experience, but small enough it makes me wonder why the **** was it taken out?
 
Considering that they manage to generally pack in 6 or 5 choices w/investigate options opening up more dialogue, I have to say I agree with you.
 
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What's the difference between having the dialogue choices in a wheel or in a stack? I don't understand the distinction.

Its a popular choice. Spock is against anything popular or current, because its popular or current. He doesn't actually have a logical complaint towards it. Hell, his whole list was just him thinking, 'hm, whats popular that i can rag on in order to come across as though I'm above the standard riff raff of this forum". It's how all his posts are. He doesn't actually believe half the s**t that dribbles out of his maw.
 
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this one
*walk, then u see a cutscene of door/gates getting blocked by energy, enemies appear, defeat them, walk through, repeat cycle for rest of game*
 
duke nukem forever: The weak unplayable minigames
theres an achievement for getting 7-0 in a game of table hockey but the mechanics are completely broken leaving it impossible to get that

same goes for getting one million on the pinball machine
 
What's the difference between having the dialogue choices in a wheel or in a stack? I don't understand the distinction.

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For me personally (with Mass Effect) when i'm using my curser I want to use it across the whole screen not be restricted to directing a wheel. The detail in the text is also lessened with a general indication of what your character say in spoken lines as oppossed to exactly what you want them to say. I think it just exists as a form of dumbing down. Less reading. That's what Biowares about now.
 
-FPS games where your character can't see any more of their bodies than their hands.
-The ability to carry tons of useless junk, yet only like 5 weapons.
-Making my character must use both hands to carry something with a f***ing handle on it!!
-Starting you off on the "HOLY F***ING HELL!!" difficulty setting.
-Toxic water. And I'm not talking about the water in Fallout. I mean the, "Oh, no! I fell in a puddle and it killed me." water. These characters really need to either learn how to swim, or live in the desert.
 
Its a popular choice. Spock is against anything popular or current, because its popular or current. He doesn't actually have a logical complaint towards it. Hell, his whole list was just him thinking, 'hm, whats popular that i can rag on in order to come across as though I'm above the standard riff raff of this forum". It's how all his posts are. He doesn't actually believe half the s**t that dribbles out of his maw.

Son, you need to calm down. You're going to give yourself a hemorrhoid.
 
Ninja Gaiden II....the whole game was a lesson in bad game mechanics.
 

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