Glaring plot holes in games

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OrokuSaki

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SinisterGehe said:
OrokuSaki said:
subject_87 said:
What are the bizarre lapses in logic in a game's story that just leave you wondering 'Why'? For me, I was completely dumbfounded in Portal (Warning: mild spoilers ahead) as to why they'd even have a system for flooding the place with a neurotoxin, much less give control of it to a supercomputer of dubious sanity, or at the very minimum remove the capability after she tried it once.

So, your examples?
A bigger question concerning that same subject: If they imposed a morality core on GLaDOS to stop the flooding of the Aperture Science Research Center, then why is everyone dead?
Maybe Glados figured it was better to kill everyone to let them live, because they might fell guilty over what they had done in the past of research lab or something like this.

Like some people get the idea that they want to kill their loved ones so they wouldn't have to suffer for any reason. It is completely ethical, if you think it. Is it right to let someone suffer instead of ending their suffering? It can be considered moral to kill them, depending on your personal standpoint tho.
That may be true, but morality was forced on her, so you'd think they would pre-program it against such thoughts.
 

Wayneguard

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Fr said:
anc[is]How Shepard knows about thermal clips after being dead for 2 years. They were invented while s/he was dead. Tiny one, but still there
Why there were even thermal clips at all considering the previous alternative was INFINITE AMMUNITION CAPACITY WITH UPGRADES THAT POTENTIALLY DAMPEN HEAT FASTER THAN IT CAN BUILD. I really hope they go back to the me1 guns for me3.
 

soren7550

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Dec 18, 2008
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Korten12 said:
2. Its a game, that less of a plot hole and just for a character design, the game doens't have to be 100% realisitc like everyone says it tries to be.
3. The boat wasn't in the same place it was when you first saw it.
4. Wait what?
5. Again, its not 100% realistic, last time I checked, they never strived for realism and plus its a video game.

As for the first one, I can't really say.
2.) It's not a character design; Weaver losing his eye is a part of the plot. And in the 1960s, you'd be thrown out of the military for much lesser injuries. Missing an eye is a flat out disability and a severe hindrance for aiming a weapon (a skill that comes in mighty handy while fighting a war).
3.) The boat was in Cuba when you first see it. When you see it again, it's still in Cuba.
4.) See numero seven. [http://www.gamesradar.com/f/the-top-7-awful-fake-accents/a-2010112910717643040]
5.) The Call of Duty games have always been rooted in realism though (save for World at War and Black Ops).
 

teutonicman

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Saintcole said:
ME2 and here is some1 very boring to explain the plot of mass effect 2 http://www.youtube.com/watch?v=rR558wTjOUU
I was looking for something to do for an hour, thank you. Something tells me I'm going to regret watching this....
 

Korten12

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Aug 26, 2009
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soren7550 said:
Korten12 said:
2. Its a game, that less of a plot hole and just for a character design, the game doens't have to be 100% realisitc like everyone says it tries to be.
3. The boat wasn't in the same place it was when you first saw it.
4. Wait what?
5. Again, its not 100% realistic, last time I checked, they never strived for realism and plus its a video game.

As for the first one, I can't really say.
2.) It's not a character design; Weaver losing his eye is a part of the plot. And in the 1960s, you'd be thrown out of the military for much lesser injuries. Missing an eye is a flat out disability and a severe hindrance for aiming a weapon (a skill that comes in mighty handy while fighting a war).
3.) The boat was in Cuba when you first see it. When you see it again, it's still in Cuba.
4.) See numero seven. [http://www.gamesradar.com/f/the-top-7-awful-fake-accents/a-2010112910717643040]
5.) The Call of Duty games have always been rooted in realism though (save for World at War and Black Ops).
Yeah they used to, even Infinity Ward said during the development of MW2 that they strived for Hollywood-like.

also back on 2, they're Black Operatives, so that could have had an effect onto why.

3. It was in cuba, last time I checked and from what I saw, the ship was quite a way, near Cuba, but not on the dock like it was the first time.

4. Voice actors fault.
 

lee1287

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MasochisticMuse said:
John Marston steps out of a barn to meet his death at the hands of a bunch of lawmen at the end of the game, despite having multiple fire bottles and sticks of dynamite in his possession. With the building/roof climbing skills he displayed in previous quests, he could have easily just climbed up to the hay loft of the barn and taken out all of his attackers with a single throw. Then maybe we wouldn't feel totally gypped at having spent the entire game trying to reunite with the family and getting all of five minutes with them before being shot to a bloody pulp.

Or, Hell, he could have just shot them all. It's not like he's never faced uneven odds before... his whole character is built around his ability to take out ridiculously large hordes of armed men without a suffering scratch.
He wanted to stop running. He knew they wouldnt stop huntign him down, and he was protecting his family.
 

Terminate421

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The end to Pokemon Mystery Dungeon 1

Why the fuck did they:
A. Erase my memory
B. Turn me into a pokemon
C. Tell me nothing about my objective

When my job was to TELL SOMEONE to fire a hyperbeam at a meteor.

The 2nd one (Explorers of time) was such a masterpiece.......
 

Something Amyss

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MasochisticMuse said:
John Marston steps out of a barn to meet his death at the hands of a bunch of lawmen at the end of the game, despite having multiple fire bottles and sticks of dynamite in his possession. With the building/roof climbing skills he displayed in previous quests, he could have easily just climbed up to the hay loft of the barn and taken out all of his attackers with a single throw. Then maybe we wouldn't feel totally gypped at having spent the entire game trying to reunite with the family and getting all of five minutes with them before being shot to a bloody pulp.

Or, Hell, he could have just shot them all. It's not like he's never faced uneven odds before... his whole character is built around his ability to take out ridiculously large hordes of armed men without a suffering scratch.
The problem here is that the theme of the game is the death of the Old West. Or, should I say, A theme is the death of the Old West. The game even advertised itself with the line "Outlaws to the End," Which turns out to be exactly what it says on the tin.

By the end, Marston makes peace with the fact that he cannot keep running. That no matter where he goes or what he does, he's inexorably tied to the lawmen who are on his ass. The fact that he's armed to the teeth might mean he could fight them off today, but the end result is that there would be more. And more.

And while I may personally be interpreting this part, that endangers his wife and son. We know John doesn't want this kind of life for his son, so one could look at this as an attempt to make sure he doesn't grow up like Daddy. Which, of course, fails, but that's another story.

This is a very classic theme, one that's been done in Western movies to great effect before and is neither a plot hole nor bad storytelling. And persoanlly, I think it was brilliantly done.
 

TerranReaper

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MasochisticMuse said:
John Marston steps out of a barn to meet his death at the hands of a bunch of lawmen at the end of the game, despite having multiple fire bottles and sticks of dynamite in his possession. With the building/roof climbing skills he displayed in previous quests, he could have easily just climbed up to the hay loft of the barn and taken out all of his attackers with a single throw. Then maybe we wouldn't feel totally gypped at having spent the entire game trying to reunite with the family and getting all of five minutes with them before being shot to a bloody pulp.

Or, Hell, he could have just shot them all. It's not like he's never faced uneven odds before... his whole character is built around his ability to take out ridiculously large hordes of armed men without a suffering scratch.
He probably could've, but if he did, he would've been constantly hunted down along his family. If he escapes by himself, the lawmen would've threatened or even killed his family to get to him. They did it once, wouldn't be past them to do it again. If he takes his family with him, he also endangers them by being with him. It's kinda of a lose-lose situation.

OT: No Russian in MW2, or just how the war against America started. Now this is an airport we're talking about, I don't see how the Russians could've missed the fact that Makarov, a well-known terrorist to have been the person that shot up the airport. If he was wearing a mask, maybe that could've been excusable, but he wasn't even covering up his face, surely they must've seen him on the cameras while they were performing the shootings. Not to mention, one of the squadmates dies as well as you, so how did the Russians miss a dead guy with a military issue gun right beside him? Granted, they probably have connections in the government, but I doubt that all the connections in the world would be able to cover up everything and blame it onto an American. Also, what happened to NATO?
 

kuyo

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Pararaptor said:
kuyo said:
Tenpenny Towers: Ray gives you a ghoul mask for quest completion. It's useful, but it's like if Malcolm X painted you in black face for helping out with the civil rights movement. Not to mention how disgusting sticking your head inside that rotting flesh sack must be even by wasteland standards.
Feral ghouls are not intelligent beings. Take a look at their eyes, cataracts asunder.
Ray wasn't feral.
 

TheDarkestDerp

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Pararaptor said:
kuyo said:
Tenpenny Towers: Ray gives you a ghoul mask for quest completion. It's useful, but it's like if Malcolm X painted you in black face for helping out with the civil rights movement. Not to mention how disgusting sticking your head inside that rotting flesh sack must be even by wasteland standards.
Pararaptor said:
Feral ghouls are not intelligent beings. Take a look at their eyes, cataracts asunder.
Although humorous, I don't think you're quite addressing the point made. I have to agree, considering Ray was a VERY militant supporter of ghouls, 'normal' or feral it seemed odd to me also that he would give you a ghoul's skinned face to wear as a mask, regardless of the reasoning. In game he berates you for making minor commentary on ghouls, and threatens you with violence and implied murder if you act against 'his people'. Whether or not feral ghouls can see and how effective that mask would be isn't so much the question as why in the world he would do something like this which would seem to go against his character...

TheDarkestDerp said:
Also a fave- Bioshock 1 or 2, if Adam is so horribly bad because excessive use of it warps people into crazy freako "sploicers", why do you use it willy-nilly all game with no ill effects?
ADAM's negative effects only come out to play once you stop taking ADAM for an extended period. Seeing as you're ingesting more throughout the entire game, I'd say Jack was safe.

I imagine Big Daddies are impervious to ADAM withdrawal. Note that Jack was never a true Big Daddy, he just had the outward appearance of one.
Specualation on the Big Daddies aside, this is interesting. I'll soon finish my third play-through of Bioshock 1 and 2 and I don't recall this point on ADAM withdrawal ever being made in either. In both games it's stated plainly in multiple characters' exposition that people were driven to personality schizm ans grotesque mutation by excessive use of ADAM, not it's disuse. What source are you quoting for this statement?
 

BlackAura

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Nov 29, 2009
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Bobbity said:
WorldCritic said:
In Heavy Rain, why did Ethan keep having those random blackouts and why did he have an origami figure?
Yeah, this got me too. I know that they put it in so as to cast doubt on Ethan, and make us all wary of him, but they never explained to my satisfaction why he was having these black outs and waking up carrying origami figures. In fact, I don't think the game even attempted to explain that one.

It was a fantastic game otherwise, though.
Maybe this will help: http://www.youtube.com/watch?v=jxpdGB6Gbac

If this was posted already, sorry. Still reading the thread.
 

BlackAura

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Illesdan said:
... What conspires afterwards doesn't makes sense without the help of a few dozen drops of acid. We have a very confusing cutscene of Lucas and his brother as children, then later on the storyline is highjacked by 'The Cultists' from the Silent Hill series, who believe in some 'insert generic ancient civilization god here' type deal. And the entire fate of the world depends upon a little girl whom five seconds before this took place, you didn't even know existed in the game. Lucas randomly comes across the woman who throughout the entire game has been trying to bring him to justice/kill him, et al; but within hours of them meeting, she ends up not only sleeping with him, but 'falling in love' with him. Can everyone say 'WTF!?' with me?
*snicker, snort* ;)
 

BlackAura

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Cid SilverWing said:
-Samurai- said:
Metal Gear Solid 4. Microwaves...

Why send Snake when the damned MKII made it through just fine? It could have stayed in stealth mode and finished the job without the need for Snake to get all crispy.
Otacon tells Snake he can't use stealth while working, saying it's like trying to eat dinner or clean a gun while your hands are invisible (call him when you're at the timed locked door in the disposal warehouse). But then why not just plug the cable in THEN turn on the stealth? Apparently the mini-MG can't hack and stealth at the same time.

Also the Mk.II very visibly blows a few things from the microwaves.
And Snake was practically dead anyway, so what the hell.
 

Saint of M

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Why were you blowing up a super computer at the end of Armored core, and why was Hustler 1 protecting it? The third expansion pack, and Armored Core 3 made more sense.