Most disappointed sequel?

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blackdwarf

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Dragon age II is an easy one. The game on its own is still better than the average RPG, but was cleary rushed. They had only 14 months to work on it, and it shows.

recently would be Gears of war Judgment. The MP was for some bizarre reason heavily influenced by COD, which really wasn't necessary. The campaign was enjoyably, but the story was just stupid. Sure, GoW has never been great at plots, but it was still a interesting world with fun characters. This prequel takes place at major point in history of the universe and they do absolutely nothing with it.
 

BloodSquirrel

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Fable 3- they took Fable 2 and awkwardly grafted on all of the "Responsibility of Rule" stuff. It neither complemented the game's basic structure nor managed to stand on its own.

DAII, obviously.

Gears 3 was pretty disappointing. The whole thing just felt sloppy and unpolished.
 

Lovely Mixture

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Johnny Novgorod said:
And while we're talking Pandemic Studios, Mercenaries 2 sucked BALLS.
Beat me to it. That game pissed me off so much with all it's added "features" (ie. removing everything that made the first game so fun). They didn't even fix the "fall two feet and lose health" glitch that was in the first game.
 

008Zulu_v1legacy

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Saints Row 3. Compared to 1 and 2, so much content was cut in 3 that it felt like an expansion pack rather than a game.

Mass Effect 2, overall not a bad game. Where 1 had planet exploration, in 2 you got a crosshair sweeping over a planet. Most of the RPG elements were stripped and the story felt rushed.

Mass Effect 3, better than 2 but worse than 1. The beginning and middle acts were well done, but it fell apart in the third. It was not the heroic ending we were promised.

Knights of the Old Republic 2, not for the actual game but more from the higher ups ordering the games released before it was finished.
 

Johnny Novgorod

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Lovely Mixture said:
Johnny Novgorod said:
And while we're talking Pandemic Studios, Mercenaries 2 sucked BALLS.
Beat me to it. That game pissed me off so much with all it's added "features" (ie. removing everything that made the first game so fun). They didn't even fix the "fall two feet and lose health" glitch that was in the first game.
Not to mention the egregious bumper car physics. I went right back to replay Playground of Destruction after abandoning the sequel in disgust.
 

Poetic Nova

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Jan 24, 2012
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Metroid Other M is one but it's said enough already so:

Half Life 2, srsly, overrated, dull gameplay that didn't age exactly well and it's story is never finished. Only redeming factor is it's atmosphere but it's surpassed by countless other games.

Greni said:
And now for something completely different.

FlatOut 3: Chaos & Destruction

Ultimate Carnage was so fun at LAN parties (ah how I miss those), just having a laugh driving like crazy with your mates. How do you fuck up a mindless chaotic derby car game in this day and age you might ask?

Well the fine fucktards at Team6 Game Studios found a way. It's broken in every way:

Eurogamer said:
You could go mad trying to rationalise Flatout 3. It is not bad in the way that a game like Boiling Point is bad, where things coalesce into a kind of awful greatness. This is a tacky and technically incompetent production with no redeeming features whatsoever, devoid of fun and an insult to the name it bears. Flatout once burned bright, but now is gone - and if there is a driving hell, this is surely it.
Just look at it

Shame Bugbear didn't develop it themselves.
 
Jun 21, 2013
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It would have to go to BioShock Infinite or Skyrim, both of which really slimmed down on the components that I felt made their predecessors excellent. Sure, the previous games in both series were more clunky, but also immensely more charming, immersive, and fun to explore.

Infinite just had such pathetic level design and did not make Columbia an interesting enough place, while Skyrim wasn't even an RPG anymore, just an action game with random, pointless numbers.

I haven't played Sly 4 and never will, mainly because its very existence as an overly-goofy, stupid, non-Sucker Punch-developed piece of trash infuriated me. Anyone with eyesight could tell from gameplay demos that the ancestors were gimmicky and pointless, and the animation/art style and dialogue were just betrayals to what made the previous Sly games great (including Sly 3, to a much lesser degree than the first two games).

DAH! Path of the Furon was disappointing in how the PlayStation 3 version was cancelled at literally the last minute... ._____.
 

Raika

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Diablo1099 said:
In its defence, before Street Fighter 4, Fighting games were more or less dead.
Arcades were gone, no one thought a AAA Fighting Game could work and it gave the whole genre a huge boost.
'Niche' doesn't mean 'dead'. Fighting games were always niche, and in spite of their niche status, multiple series(most notably Namco's Tekken) enjoyed strong success in the Western console industry due to their ability to adapt to the changing times, a concept that has always eluded the comically inept Capcom. Fighting games never fell from grace in Japan, which is widely considered to be the land of their birth. Arcades flourish in Japan to this day.

Diablo1099 said:
As for "Rewarding you for losing", which game is this?


Street Fighter IV rewards the losing player, as do Tekken 6, Marvel vs. Capcom 3, and Mortal Kombat.
 

Diablo1099_v1legacy

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Raika said:
'Niche' doesn't mean 'dead'. Fighting games were always niche, and in spite of their niche status, multiple series(most notably Namco's Tekken) enjoyed strong success in the Western console industry due to their ability to adapt to the changing times, a concept that has always eluded the comically inept Capcom. Fighting games never fell from grace in Japan, which is widely considered to be the land of their birth. Arcades flourish in Japan to this day.
Still, SF4 made Fighting Games a bit more than Niche, not quite mainstream, but still larger than then it was Pre-SF4

Street Fighter IV rewards the losing player, as do Tekken 6, Marvel vs. Capcom 3, and Mortal Kombat.
Tell me how? you mean giving points even in the case of a loss?
 

Troublesome Lagomorph

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Dragon Age 2, Mass Effect 2 (the focus on ship upgrades and the overhauled mission structure), Modern Warfare 2 (EVERYTHING), Fable 2 (no redeeming qualities, imo), all the painkiller stand alone expansions (booooring), and Halo 3 (what a mess!).
Honourable mentions: Fable 3 and Halo 4. Technically not disappointing because I expected them to be bad. Oh, and Halo Reach cause I expected to hate it but actually quite enjoyed it.
 
Jun 21, 2013
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BioShock Infinite was definitely the most disappointing sequel I've ever played. It completely removed the rich ecology found in the first BioShock with the Big Daddy/Splicer/Security system. There were no truly large areas and basically no room for exploration. Holding only two weapons was literally a downgrade in every way without any sort of upside or advantage to it, mainly because it's faux strategy as opposed to being able to have multiple weapons, but more limited ammo.

All emergent gameplay was gone. The only Vigor that caused any sort of unusual scenario was the Possession Vigor, and even that was completely scripted and made obvious to the player. All Vigors were straightforward and served a single purpose, and there was basically no point in being creative with any of them.

Removed are the physics and ragdolls from the previous games, as well as the intense atmosphere. There was almost no character progression to be had, with Vigor and weapon upgrades being made through the use of money, which can be found everywhere and is literally tossed to you without any effort. Not once did I ever feel like I had to overcome a challenge as great as beating a Big Daddy, or make wise decisions as to how I progressed. There was no strategy or thought required to progress through Columbia, unlike in Rapture, where clever thinking and planning ahead were the best courses of action.

Now, instead of hacking, all you need to do is simply press square and have all of the work done for you. Want a turret? There. Security drone? Done. Health packs? Just ask. Not once did it ever feel like I had to be dependent on my environment to succeed, Elizabeth just gave me everything.

Because hacking and all of this emergent gameplay was removed, the special upgrades you can receive are now completely restricted to the jaunty, obnoxious, over-the-top combat. Only a small handful of them are even useful, the rest of them coming into play when on the extremely rare and boring Skylines, or when performing some ridiculously uncommon action.

Not once was there ever a level as massive, unscripted, creative, and exciting as the fifteen-minute demo featuring the horse tranquilization and the blimp battle. It feels as if Ken Levine looked at that gameplay and said, "Wow, okay, yeah, that was hands down the most freaking awesome gameplay I have ever seen in my life. Alright people, it is our foremost duty to make sure nothing like that ever happens in BioShock Infinite."

Instead of soaring through the air and feeling like I was truly exploring a sky city, I was mostly stuck to corridors and outdoor areas that surrounded me with big, ugly buildings. Why on Earth, Irrational? You excite me with this idea, and then only feature it a handful of times.

Admittedly, I thought Infinite's story and voice acting were completely serviceable. Booker and Elizabeth's growing friendship was a huge highlight of the game for me, even though the ending could have been completely different if Booker had simply stopped to think for a moment. Here's a clue so as to avoid spoilers: Lutece as an infant.

However, another huge disappointment was the fact that the Voxophones were recorded by all of five or six people, sticking almost exclusively to Lutece and Comstock for the entirety of the game. How could this game that's got a huge budget and is supposed to be all about this incredible city only hire a few voice actors to work on these audio recordings? I really wanted to dive into Infinite's citizens and see what their experiences were like throughout the game. Rapture was so incredibly rich and detailed because it went into such depth accounting the tales of dozens of different citizens' experiences in the days and months before the city's fall. Instead, I'm pretty much told what the city is like, and then just expected to run around and shoot my way through it.

This will probably be the most unpopular opinion on the thread, but being a huge fan of the first two BioShock games and having played each of them at least ten times (the first game more around 20), and having waited eagerly for this game since its announcement, I realized right from the start that it was a terribly designed game. Its popularity most likely stems from the fact that it's a standard shooter game that manages to have a good story, colours, and a setting other than the Middle East or Russia.
 

Raika

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Diablo1099 said:
Tell me how? you mean giving points even in the case of a loss?
Street Fighter IV features the "Revenge Gauge", a meter that fuels the most powerful attacks in the game and which can only be filled by taking damage. Players with low health, by night known as losing, gain a massive damage boost to these attacks which are already more damaging than anything else in the game to begin with. It rewards you for getting your ass kicked.

Mortal Kombat's super meter builds fastest when player characters are damaged, thus encouraging them to be struck. Being struck is how you lose in a fighting game.

Tekken 6's "Rage Mode" gives an enormous damage boost to players whose health is low.

Marvel vs. Capcom 3 features "X-Factor", a mechanic which can cancel any attack and grants a damage boost that increases if members of your team have died. Ergo, the worse someone's doing in the game, the more powerful X-Factor becomes. This mechanic requires no skill, timing, or thought to use.
 

doomed89

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If we are talking about ones we actually bought Dark Soul's is the sequel I was most disappointed in. It's a good game and all but it didn't have the balance and wasn't as refined as demon souls from unbalanced weapon types, to the stats system being so bad they had to patch it and still isn't as good to the humanity system being so useless, to waiting till you are almost done the game to give you the ability to do normal invasions and no auto-revives and less incentive to revive so the online is less active, not even mentioning the backstab lag and gravelord covenant being broken.

If we are talking about ones so bad I didn't buy Dragon Age 2 for sure, that game sucked from what I could tell of the demo and reviews.
 

IrateDonnie

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DishonoredElderSouls said:
BioShock Infinite was definitely the most disappointing sequel I've ever played. It completely removed the rich ecology found in the first BioShock with the Big Daddy/Splicer/Security system. There were no truly large areas and basically no room for exploration. Holding only two weapons was literally a downgrade in every way without any sort of upside or advantage to it, mainly because it's faux strategy as opposed to being able to have multiple weapons, but more limited ammo.

All emergent gameplay was gone. The only Vigor that caused any sort of unusual scenario was the Possession Vigor, and even that was completely scripted and made obvious to the player. All Vigors were straightforward and served a single purpose, and there was basically no point in being creative with any of them.

Removed are the physics and ragdolls from the previous games, as well as the intense atmosphere. There was almost no character progression to be had, with Vigor and weapon upgrades being made through the use of money, which can be found everywhere and is literally tossed to you without any effort. Not once did I ever feel like I had to overcome a challenge as great as beating a Big Daddy, or make wise decisions as to how I progressed. There was no strategy or thought required to progress through Columbia, unlike in Rapture, where clever thinking and planning ahead were the best courses of action.

Now, instead of hacking, all you need to do is simply press square and have all of the work done for you. Want a turret? There. Security drone? Done. Health packs? Just ask. Not once did it ever feel like I had to be dependent on my environment to succeed, Elizabeth just gave me everything.

Because hacking and all of this emergent gameplay was removed, the special upgrades you can receive are now completely restricted to the jaunty, obnoxious, over-the-top combat. Only a small handful of them are even useful, the rest of them coming into play when on the extremely rare and boring Skylines, or when performing some ridiculously uncommon action.

Not once was there ever a level as massive, unscripted, creative, and exciting as the fifteen-minute demo featuring the horse tranquilization and the blimp battle. It feels as if Ken Levine looked at that gameplay and said, "Wow, okay, yeah, that was hands down the most freaking awesome gameplay I have ever seen in my life. Alright people, it is our foremost duty to make sure nothing like that ever happens in BioShock Infinite."

Instead of soaring through the air and feeling like I was truly exploring a sky city, I was mostly stuck to corridors and outdoor areas that surrounded me with big, ugly buildings. Why on Earth, Irrational? You excite me with this idea, and then only feature it a handful of times.

Admittedly, I thought Infinite's story and voice acting were completely serviceable. Booker and Elizabeth's growing friendship was a huge highlight of the game for me, even though the ending could have been completely different if Booker had simply stopped to think for a moment. Here's a clue so as to avoid spoilers: Lutece as an infant.

However, another huge disappointment was the fact that the Voxophones were recorded by all of five or six people, sticking almost exclusively to Lutece and Comstock for the entirety of the game. How could this game that's got a huge budget and is supposed to be all about this incredible city only hire a few voice actors to work on these audio recordings? I really wanted to dive into Infinite's citizens and see what their experiences were like throughout the game. Rapture was so incredibly rich and detailed because it went into such depth accounting the tales of dozens of different citizens' experiences in the days and months before the city's fall. Instead, I'm pretty much told what the city is like, and then just expected to run around and shoot my way through it.

This will probably be the most unpopular opinion on the thread, but being a huge fan of the first two BioShock games and having played each of them at least ten times (the first game more around 20), and having waited eagerly for this game since its announcement, I realized right from the start that it was a terribly designed game. Its popularity most likely stems from the fact that it's a standard shooter game that manages to have a good story, colours, and a setting other than the Middle East or Russia.
I agree with everything you just said. The reveal at the end was just a stupid way of covering all the plot holes in my opinion. The tears really bugged me for some reason, it made the game way more confusing than it needed to be.
 

Bonk4licious

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Soopy said:
Glongpre said:
Mass Effect 2
I was so mad at bioware, ruined the trilogy for me. Took a cautious approach to me3 and I am glad I didn't buy it.

.
Exactly the same for me.

Mass Effect 1 was awesome, absolutely loved it. I actually enjoyed the combat and the story arch really drew me in. Then they pissed in my face in just about everyway with #2. Never even bought #3 and don't plan to. Which is a pitty, I was really interested in the Prothean facet.
Interesting, most people I talk to hated the first game's combat when 2 came out, and now they complain about the first one since it isn't as fluid as 2 and 3. I happened to still love 2, but I feel they shoved the personal relationships of Commander Shepard down my throat more than they did stick to the galactic political drama of the first game, which is what totally sold me on the series at first. But 3 was so bad it halts all of my playthroughs of the "series," the writing went downhill and I stopped feeling connected to any of my characters. The coop is a blast, though, and it makes the 10 bucks I payed for it very worthwhile with my friends, I just hate that this is what it's come to.
 

Diablo1099_v1legacy

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Raika said:
Street Fighter IV features the "Revenge Gauge", a meter that fuels the most powerful attacks in the game and which can only be filled by taking damage. Players with low health, by night known as losing, gain a massive damage boost to these attacks which are already more damaging than anything else in the game to begin with. It rewards you for getting your ass kicked.
So you don't like a Comeback Mechanic?
The Ultras were put in as a means to help even the playing field and promote more down to the wire fights.
Forget new players or scrubs, this is used even at high levels and makes the metagame a lot more interesting when the losing party has a chance to fight back.

Besides, if you are really good at combos, this becomes a non-issue as if they have a Full Ultra, then the next combo you land with most likely kill them.

Mortal Kombat's super meter builds fastest when player characters are damaged, thus encouraging them to be struck. Being struck is how you lose in a fighting game.
You swear as if people win the game with meter alone, sure the only thing that people really use in that game is the Combo Breaker (2 bars).
"Oh, I know how to win at this game! I'll take damage to build my meter in order to use a Combo Breaker to avoid taking damage from combos!"

Again, a Comeback Mechanic and a way to make fights less one sided.

Tekken 6's "Rage Mode" gives an enormous damage boost to players whose health is low.
...I'm starting to think you don't like Comeback Mechanics :/
Rage is triggered at, what? 10% health left? you could sneeze at someone in Rage Mode and they'd die.
Just means you can't let your guard down is all.

Marvel vs. Capcom 3 features "X-Factor", a mechanic which can cancel any attack and grants a damage boost that increases if members of your team have died. Ergo, the worse someone's doing in the game, the more powerful X-Factor becomes. This mechanic requires no skill, timing, or thought to use.
...This is just fucking BS.
No Skill? No Timing? No Thought? What game are you playing!? It's not an instant win button, even in X-factor, one touch is enough to kill most players provided you know your combos.
Also, it's used to cancel an attack, as you said, so it's a powerful tool on EITHER side in combos.
 

Raika

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Diablo1099 said:
...I'm starting to think you don't like Comeback Mechanics :/
Well, golly gee willickers, whatever gave you that idea?

Comeback mechanics are worthless. Period. They serve no purpose except to dumb down the game for people who started playing video games with Wii Sports.

By the way, Wii Sports has a higher skill barrier than Marvel vs. Capcom 3 does. It doesn't put bumper rails on the alley in the bowling game if you roll nine straight gutters.
 

Diablo1099_v1legacy

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Raika said:
Well, golly gee willickers, whatever gave you that idea?
The General disdain for them, really.

Comeback mechanics are worthless. Period. They serve no purpose except to dumb down the game for people who started playing video games with Wii Sports.
Or they are a neat addition to the Meta of Fighting Games that make them more enjoyable to both play and watch as well as bridge the gap from Vets to Newbies?
Lord forbid if someone wants to have fun in a Fighting Game...

By the way, Wii Sports has a higher skill barrier than Marvel vs. Capcom 3 does. It doesn't put bumper rails on the alley in the bowling game if you roll nine straight gutters.
...What game...are you playing?...
X-Factor makes the game easier then Wii Sports? Really?