My main complaint about fc2 would definatly have to be the completly unvaried mission types. The few story missions you do do are amazingly fun and i really enjoyed them, however if i have to blow up one more truck carrying weapons im going to kill someone.
for some reason Lair comes to mind. the game had absolutly everything to be a great game. I mean, epic battles while riding a dragon; sea, air and land combat; the promess of excellent graphics and innovative gameplay.... well you know how that turn out.
I think that Two Worlds could have been the "Oblivion-Killer" people said that it might be.
The poor game-play, hilariously bad voice-actors and horrid animation killed it. If those were fixed then I'd still have the game and most likely still be playing it.
Mirror's Edge - Remove most of the combat, leave just one or two moves for shoving guys out of your way. Get rid of all the air-vent sections. Maybe make the campaign a tad longer. Dragon Age - Remove all the damn padding. Make the DLC actually work. Don't make my irreplaceable crowd-control mage throw a tantrum and leave right before the climax. Metro 2033 - Stop ruining the awesome atmosphere with overly chatty NPC allies. (Game was still pretty fun though.)
Maybe this is just my stupid Wild Arms 4 hatred flaring up but it defiantly wasted it's potential. The Hex combat was a different idea and Wild Arms usually implements different ideas well. Unfortunately this was not the case, the system was fairly broken due mostly to Raquel, she was overpowered.Her original commend intrude combined with her move and attack ability that allowed you to attack after a movement instead of waiting let you wail mercilessly on enemies.Only two kinds of enemies were really resistant to her attacks and they appeared infrequently so it didn't mattered.
They also had the potential for some interesting platformer sections and somethings they had some cool ones but it's all for naught due to Jude's need to vocalize every jump.
Despite all the hate it gets, it had some very original ideas and could have been a really good game if they had just cleaned it up a bit.
-More Levels/Enemies/Spells/Weapons
-Smooth the combat system a bit so melee, spells, and guns could actually be used to combo enemies
-Improved Graphics and Voice Acting
Essentially, if they had just included more game it would have been much improved...
The second I saw this title, Red Faction Guerilla came to mind. I suppose it was fun for its first playthrough, but it has this HUGE open world, and so much of it was empty, and it made me wonder why there weren't a bunch of large cities that you could have fun in. There was so much empty space is made me want to cry, especially since salvage is very rare as it is, and leveling a city could make it very easy to get some stuff.
The game also lacked much story, only using 6 or so cutscenes (If you've seen the launch trailer, you've seen part of nearly every cutscene in the game. I'm dead serious) which is a shame, as they could have really crafted a much more epic tale than "Those guys are bad, those guys are bad but they're slightly less bad and your friend was once one of them, the bad guys are going to do bad things, stop them." It got so cliched that I really didn't care how it ended at the end.
Also, why can you only use the heavy walker like twice in the whole game? Wasn't that one of the big draws of this game? Playing as one of those monsters?
Oblivion. What they took out for what they put in didnt match up.
Brutal Legend. I wanted the hack and slash platforming run around metal land. And for it to be longer (though I must credit them on matching songs to the boss stages)
Prototype. I've no clue really what happens through out that game because the story is so small. I like fucking around and all, but I also like a bit of story here and there.
I do play and enjoy all these games, but they could be much better.
I also thought TH:Ride was wasted potential. I find the controller interesting as hell from a technical stand point. but feel the platform it's use was delievered through was lak luster.
Far Cry 2: The gun mechanics were cool, the enemy system sucked bad, and sometimes, NPCs break and don't talk to you can give you missions. More wild life would've broken up the bleakness of the land to.
Borderlands: Once you kill Crawmerax in the Armory DLC, the game becomes boring. Even hunting for rare guns is useless because the endgame, Crawmerax can be easily beaten.
Just Cause 2: Far too many cookie cutter towns, and not enough to do, and lacks a destruction engine like RFG has. I was hoping for a more Rio De Geniro setting and the ability to blow up Favelas, Skyscrapers and anything I saw.
Mirror's Edge - Remove most of the combat, leave just one or two moves for shoving guys out of your way. Get rid of all the air-vent sections. Maybe make the campaign a tad longer. Dragon Age - Remove all the damn padding. Make the DLC actually work. Don't make my irreplaceable crowd-control mage throw a tantrum and leave right before the climax. Metro 2033 - Stop ruining the awesome atmosphere with overly chatty NPC allies. (Game was still pretty fun though.)
Boatloads of padding. Seriously, why am I carving through 100 enemies in the Urn quest? 100 of these guys? There aren't that many people in the fuckin' village. No women, no children, just Reavers to be killed? And then the game pulls this identical dungeon crawl on every quest point?
As to the second? Because it's punishing the game player egregiously for not playing along and kissing her ass. Which ties back to a huge problem, the influence system. I've saved her fuckin' life, and she doesn't have enough loyalty to stick around and help out, even at the prospect of getting her hands on some neat loot before buggering off?
Dungeon Fighter Online - For those that don't know, DFO is an online beat-em-up with leveling up and skill tree customization. If you've ever played Shadow Over Mystara, well, it's basically like that, except more fleshed out.
Problem is, they have this stupid random chance to hit/miss with your attacks. So that means you can embed your boot in an enemy's face, only to leave yourself open to an attack from him because apparently your attack "missed."
Also, there are enemies that can use "Super Armor" while they're attacking. Super Armor means that any attacks that hit them won't faze them or interrupt what they're doing. Throws are the only thing that can negate Super Armor, so unless you plan on attacking the enemy with nothing but throws, you're going to be spending a lot of time taking hits from an enemy that you hit while it was in Super Armor.
And these aren't just big, slow giants that use Super Armor either. Later on, nearly every place has at least one enemy that can use Super Armor. That, combined with the "Miss" system, means you'll be taking a LOT of cheap hits.
I don't know about everyone else, but [SUB](Not so very)[/SUB]Alone in the [SUB](Not so very)[/SUB]Dark had a lot of potential if, and I quote Yahtzee: "If they had finished it before kicking it out the door before it could even brush its teeth." Or something like that.
The game had potential for true greatness, but failed.
Far Cry 2 is a very fun game, but a save anywhere system for the console version and a better fast travel system would have made it excellent. As it stands, it's the only game I own for my 360 that I haven't finished.
See what I wanted for Far Cry 2 was a roster system for the Sentry Posts so that they would only respawn when they were due to be relieved. Say at Sunrise, Sunset, Noon and Midnight. Mind you I played it on PC so I could[i/] save anytime.
I don't know if this one was mentioned already, but Bioshock. For a couple of reasons. In gameplay, I decided after only a short time that the Big Daddies shouldn't have been killable, or nearly as common. You should have had to fight one of them, for a really impressive boss fight. Maybe even a replacement for the final boss fight. The rest of the time, you should have been avoiding them like the plague. I don't know how to reconcile that with the actual plot of the game, but I imagine that, given time, the storyline could have been changed to be resolved in a different way.
Which leads me to my second point. The entire second half of that game (the part where you had to start including all the stuff about the Little Sisters) was a long, slow disappointment, culminating in the most preposterously ridiculous ending I could never imagine. Not only was the final boss something of a letdown, but the end result was just so sickeningly happy that I almost gave myself an aneurysm. I never managed to play through being evil, but I hear that's the absolute polar opposite, and you declare war on the world. What the hell? Where's the build for that! You're only doing that to the Little Sister's because you believe you have to.
Honestly, The writing in that game is SO GOOD, until
you actually KILL Andrew Ryan. It kind of starts falling apart even moments later, when Fontaine is talking to you and you use the magical "make Fontaine in charge" device (which I also have a problem with, but that's merely peripheral). In that conversation, he ruins all the excellently implied exposition by just explaining it all to you for no good reason. And it only goes downhill from there. Fontaine spends the rest of his miserable life trash-talking a guy who, for all I know, has no vocal cords. Or face.
Also, quick afterthought, the ammo starvation was not nearly strong enough. Once you had all the guns, you never were at a loss of ammo, not for any of them. And I maxed out on money so often that I had to continuously go back to the vending machines to buy ammo for the guns I never used so that I could pick up more cash. It was irritating, especially after the beginning where they hand you maybe twelve bullets and a wrench, and tell you to go at it.
Anyway, that's my opinion. Were these things avoided, they could have made what was a good game--and don't get me wrong, it was a good game--a great game. Then again, if they'd actually followed my advice there, it would also be something of a totally different game. But whatever.
"Odin Sphere"(ps2) was one of the pertiest games ever but the repetitive gameplay and item managing really bogged it down. the last rendition of "A Bards Tale"(ps2/xbox) could've had more interjection of comedy and a little less dungeon crawling and useless npc interaction. "Jet Set Radio (Future)"'s(dreamcast/xbox) control scheme was the one thing holding it back from greatness.
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