Game Features You're Tired of Seeing

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BoredAussieGamer

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Aug 7, 2011
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You remember the DS3 trailer for Kinect that showed off a bunch of voice commands that could be achieved just as well, nay, better by pressing a button on the controller? That. That can fuck right off. Double so for motion controls. Because at least I can't get wanker's cramp from voice commands.
 

Saulkar

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Aug 25, 2010
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Definitively those damn quick-time-events that are added solely for padding and absolutely nothing else, even worse when it derails the game itself in terms of atmosphere and pacing. LOOKING AT YOU FaThreeEr!

EDIT: OOPS... I meant Fear 2. FaThreeEr was already bad to begin with. (No I do not think any lower of you if you like nor should you feel attacked.)
 

krazykidd

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Mar 22, 2008
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PieBrotherTB said:
krazykidd said:
I gotta admit, I've never played a reboot that's significantly changed the story, but then again how do you draw a distinction between story evolution and abandonment of established lore? Especially when a reboot made maybe 10 years later is clearly not written by the same people as the original.

I mean, a lot of people say that about Fallout 3, and I love Fallout 1, 2, 3 and New Vegas, so...I 'unno.
Well all this is a matter of opinion . I wouldn't dare say you are wrong . I just don't see why resources should be used on reimagining something old ( that was good ) , when you could make something new . It takes about the same amount of ressources . I just personally favor creativity in making ,rather than revamping something already existing . Also lore and cannon wise , we are more ( not completly )limited whereas in a new IP any direction could be taken.

Edit: but like i said , there are good and bad reboots.
 

Shoggoth2588

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Aug 31, 2009
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Beautiful End said:
-motion control snip-

-super guide snip-
1) I agree. That being said, Donkey Kong Country Returns is a good example of Nintendo using motion controls in a way that isn't terrible. You basically play DKCR like you would play any given NES game after all except for the odd shake of the wii-mote to...I think ground pound, I don't remember. Skyward Sword was just God Awful and I don't even know about Twilight Princess because I had the presence of mind to purchase my copy on the Gamecube

2) I dislike this: Even if you beat a level but say, forgot to grab all three Star Coins in NSMB(insert number or letter) and find yourself dying more often than you grab the coin you still get the box that activates the super guide. It's the equivalent of playing a game at your friend's house and after you die once or twice, said friend tries to wrench the controller from you so s/he can "show you how it's done" and that just annoys me to no end.

---

I would love to play a realistic shooter in that the guns you use are realistic but the enemies you fight are not. Maybe a game where you're at some Marine Training Facility when it's attacked by fucking ANYTHING that isn't humanoid. If it's bipedal, with 2 arms and one head, then I'm tired of killing it. Bring back some cyberdemons, floating tentacle brains, giant mecha-spiders, Dinosaurs, Tempura Shrimp, Jack-O-Lanterns, Oni, Kappa, wise-cracking Griffons, Daleks...just anything other than what we've been killing.

I hate when a game talks up its multiplayer but once its out you find out that the only way to access the multiplayer is if you can maintain a connection to the internet on your console of choice (and are paid up on your XBLG). Why can't I go through those same MP maps with some friends at home? Or with bots?

The Wii U is slowly weening me off of achievement hunting...that being said a part of me wants the Wii U to have a unified achievement/trophy section of the MiiVerse or Profile card or something. I'm still torn when it comes to achievements overall...on the one hand, I have 1000/1000 achievements on Fist of the North Star but I know I'm only 98% complete. When I get Ken's Rage 2, all I've have is that completion percentage to haunt me.
 

GamingAwesome1

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May 22, 2009
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Forced stealth sections. Hotline Miami recently brought this little bugbear of mine to the fore by breaking the flow of gameplay with a sickening crack by chucking one of these completely unnecessary, annoying and shitty mission types in.
 

ZLAY

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Jul 31, 2011
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Male, 30-something, brown haired, generic fucktards that you somehow need to relate to in some non existent fucking way.

Captcha:"just drive" - where to, you crazy bastard!?
 

Poetic Nova

Pulvis Et Umbra Sumus
Jan 24, 2012
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Regenerating health (unless properly explained), getting ketchup in your face and walking it of is just weird. That way you'll never will be carefull and might make the same mistake a couple of dozen times more.
 

Tom_green_day

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Jan 5, 2013
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Sandboxes.
It's fine in a game like a Bethesda game which is meant to be open, or Far Cry 3 as travelling around was so fun, but for games like FC2, GTA, RDR, Brutal Legend and Assassin's Creed where there is barely anything to do in the sandbox and travelling from mission to mission is a chore. I understand it's meant to set the scene and show of the artist's skill, and games like Brutal Legend and Assassin's Creed had nice scenery but I just want to play the goddamn game.
 

Pink Gregory

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Jul 30, 2008
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krazykidd said:
PROMOTES NEW GROWTH, DOES SNIPPING
Well the 'guaranteed audience' angle is pretty transparent, I gotta admit. But that's not to say that good things can come from that, especially if elements of the setting/lore/story have already been set up.

But then fans of an old series have never accepted a reboot, regardless of quality; perhaps understandably. I personally much prefer the 'spiritual sequel' approach a la System Shock-Bioshock; especially when the gameplay is significantly changed (though it's difficult to call the new XCOM anything but a reboot, but that's the exception I suppose). Hell, that's pretty much what's going on with many anticipated Kickstarter projects.

Basically, if a reboot can make a great series accessible to an audience, perhaps drawing attention to the classic titles, then what's the harm?

Sure it ain't ideal, but that's the way it is at the moment, otherwise anything-other-than-indie releases would be very few and far between, and with the amount of money invested in vidyagames at the moment, that's not likely to change.
 

lechat

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Dec 5, 2012
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Oh got a new one that i just picked up from playing blades of time, sorta similar to games stealing focus

i hate when games tell you exactly what to do and treat you like a fucking moron

*walk into room*
camera shows enemies spawning. pans over to forcefield blocking door ("kill these enemies before door unlocks" is another one)
*kill enemies*
camera shows forcefield dissolving from door
*walk into room*
camera shows locked door. pans to nearby switches
*jump on switch*
camera shows still locked door and second switch
*jump on second switch*
camera shows door opening

seriously i've never met anyone dumb enough to need those little hints and the fact that the games that do it do so every 5 minuets when you come to a new switch/door is infuriating
 
Jun 11, 2009
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chocolate pickles said:
Re-genning health. Far Cry 3 got this right: Instead of basically being already dead as soon as your med packs ran out, you could use first aid to heal yourself, the pay off being it didn't heal as much, the animation was longer, and it left you defenseless. There was a re-gen health perk, but it didn't heal you nearly as fast as it does in other games, and only filled up your current health box.
Metro 2033 also did this brilliantly. Your health regenerated, but it took a while to go from near-death to full (about 30 seconds or so, I think). You had health packs - more like adrenaline needles, really - which you could use to jump-start the process, but, like in FC3, it wasn't instantaneous and the animation left you vulnerable. Plus, all the health needles did was make you regen instantly and faster: they weren't guarantees against getting your lungs torn out if you were at death's door.

OT:

Fucking objective arrows. I might be waxing nostalgic for a time long since past, but I remember when not every video game you played had a list of objectives tacked on to it, since, y'know, they had actual level design. It just adds insult to injury when the game is a linear one like CoD or Battlefield, since there's only one direction to go and one thing to do. Why do I need to be told where to go in a narrow tunnel or corridor?
 

silver wolf009

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Jan 23, 2010
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octafish said:
I just want to turn off the achievement notifications, how hard can it be to give me the option?
Such a thing exists. I forget how to get there now, but there exists settings to stop notifications. Try console settings, might be in there.

OT: The usuals, QTE's, unskipable cutscenes, stuff like that, have been taken, so I think I'll go with noobtubes, and other similar easily accessed/used instakills. An instakill weapon should be something you have to work hard to get and get good at, not just something you point and win with.
 

CriticalMiss

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Jan 18, 2013
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Something I have become enraged about in games recently is what I call 'Detective Vision', a feature that I remember most from Arkham Asylum and has popped up elsewhere (including Arkham City). Whilst it is kind of cool to see interactable parts of the environment easily more often than not it gets used to see where every enemy in the vicinity is which sort of spoils it a bit. Dishonoured has a similar ability to let you see everything of import, but that ruins part of the stealthy aspect of the game as you can just run around easily avoiding enemies. Plus in the case of the Batman games, it makes the screen go blue which means you can't see the amazing visuals.

Obviously you could just not use these skills, but I think there are better ways to include the feature but not ruin the game in the process like having some kind of augmented reality hologram magic-y pointer outer that just shows something of interest or adds a sparkly outline so you can see it.
 

aguspal

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Aug 19, 2012
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Samantha Burt said:
aguspal said:
Loading screens. I am pretty sure no one likes them.
You're right. I'd much rather spend 30 seconds simply staring at a black screen as the game loads. That or spend £500 extra for the Solid State Drive on my console/PC to avoid the loading altogether.

O

The FACT than theres loading screens, as in the loading wait itself is something that no one likes. The loading screen as in interactive ways or just samething to waste time on while the game is doing the actual loading are pretty cool.


Also, 30 seconds... what game does spent THAT much time loading?... the max is 10 seconds maybe.
 

Zeren

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Aug 6, 2011
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Non-customizable interfaces. I cannot tell you how many games I have stopped playing because the interface was simply too big. I don't need HUD elements covering 30% of my screen. I want to be able to resize them and place them wherever on the screen I want.
 

Canadamus Prime

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Jun 17, 2009
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- Forced stealth sections
- escort missions
- tacked on multiplayer: I don't WANT to play with other people damnit
- unskippable cutscenes esp when they come just before a really hard boss fight
- unskippable tutorials esp. ones that teach you shit that any idiot should be able to figure out.
 

Easton Dark

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Jan 2, 2011
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GamingAwesome1 said:
Forced stealth sections. Hotline Miami recently brought this little bugbear of mine to the fore by breaking the flow of gameplay with a sickening crack by chucking one of these completely unnecessary, annoying and shitty mission types in.
Trauma.

[HEADING=1]I FUCKING HATE TRAUMA[/HEADING]

That is the worst level I can think of that I've played in the last year. It's aggravating, it's slow, it's not fun.

CriticalMiss said:
Dishonoured has a similar ability to let you see everything of import, but that ruins part of the stealthy aspect of the game as you can just run around easily avoiding enemies.
It ruins the stealthy aspect by helping you avoid enemies?

And the main purpose of dark vision is to see the enemies. That's one you could easily ignore (as I did in my first playthrough).
 

ProfessorLayton

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Nov 6, 2008
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One thing that particularly bothers me about most JRPGs is when you die, you have to go reload the last save rather than just respawning. I'm playing through Persona 3 right now and the first time I died, I lost half an hour of progress because I simply am not used to saving every time I get the chance. I mean, I got used to it and now I save every time I go to Tartarus, but it's just obnoxious. Even if I do save and don't lose that much progress, it's very slow and boring having to watch all the developer's logos pop up again and then go back to load game. There's really no reason for that anymore.

I also hate those "half-stealth" missions that are shoved into almost every action game. You know, it's the one where you have to follow someone to see where they're going but you can't let them see you so you have to keep your distance. I mean, in a stealth game like Dishonored, the gameplay is geared toward sneaking so I don't have a huge problem with it. But otherwise, it's just a big trial and error exercise where you have to time whenever the guy you're following is going to turn around.