Sections you hate in games

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Mr.Squishy

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Apr 14, 2009
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Suicidal retard escort
Slogs
Sewer levels
Fetch quests
Kill X (where X is >20ish) of Y/ Collect X Y
QTEs
Sections that heavily railroad you into a specific approach, often with adventure-game logic
Unskippable cutscenes
Forced stealth sections in an otherwise non-stealth game
Timed missions
Scripted 'supposed-to-lose' fights
Labyrinthine levels that are big and a chore to navigate. Lookin' at you, Fade.
 

New Frontiersman

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Feb 2, 2010
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I've never really been a fan of forced stealth sections. They always irk me for some reason.

The worst I can remember was the Pirate Fortress in the Wind Waker, god that was annoying, it took me like four hours to get through there the first time. Right now actually I'm in a forced stealth section in The Last Story. It's pretty annoying.

I'm also not that fond of unskippable cutscenes or games that take too long to start, for example the opening of Skyrim or Pokemon Ruby/Sapphire.

Edit:
Capcha was an NFL ad that wanted me to enter: "Free Mobile Apps."
I entered in "Fuck Mobile Apps" and capcha accepted it. I just find that awesome for some reason.
 

Lightknight

Mugwamp Supreme
Nov 26, 2008
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Escort quests of course.
Unskippable cutscenes.
Cutscenes that throw in QTEs just to be asses.
Difficult levels that result in the person dying later who was dying during the mission to make you restart anyways.
Swimming levels while platforming.
 

KarmaTheAlligator

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Mar 2, 2011
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Mr.Squishy said:
Scripted 'supposed-to-lose' fights
Oh god, I forgot about those. No matter how well you're playing, possibly even being way overpowered for such a fight you still end up losing and possibly end up hating the game for it, especially if there was no indication that it was such a fight and you used up all your healing items.
 

00slash00

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Dec 29, 2009
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I hate escort missions and those sections in just about every shooter, where some idiot is running around and you have to defend him with a sniper rifle (though maybe that technically is an escort mission). Turret sections are boring, as soon as they start I'm just waiting for them to end. Underwater combat is never fun (Guild Wars 2 made it tolerable, but I still prefer to be on land. Trial and error puzzles. I remember the last puzzle in Syberia 2 was just pretty much a guessing puzzle. If there were clues to just how exactly you were supposed to solve it, I must have completely missed them. I eventually just gave up and looked for the solution on Youtube. Then I just to enjoy the most unsatisfying and anti-climactic ending I've ever seen in an adventure game
 

Beat14

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Jun 27, 2010
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The part where I lose. It's not allowed. I am the hero, the camera is on me. Killing the population equivalent to a small island nation has never not been the answer. I will not accept your achievement badges as a trophy. Get me a fucking statue.
 

FoolKiller

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Feb 8, 2008
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Glongpre said:
XMark said:
I hate the intro section of Skyrim. It was all right the first time around, but if you're creating a bunch of different characters, it's annoying as hell to sit through it over and over again. They should've programmed in some kind of option to skip it if you've already made another character.
It autosaves before the character creation part so just don't overwrite or delete that save.

I concur on the mandatory water levels in action games, so slow and tedious. Also, stealth sections in a game where it only apears in this particular spot just to piss you off, then you never see it again.

FoolKiller said:
Ryanrulez5 said:
For me its a forced stealth section in a game that is not a stealth game or a horrible escort mission.
And this is why I'm having trouble finishing The Last of Us. I love stealth but I don't like it to be forced.
Isn't stealth featured prominently in the Last of Us? Uhhh...
Have you played it? Have you played other games where there is stealth? Did you read what I wrote?

I said I loved stealth but I don't like it to be forced. The Last of Us is one of the crappiest stealth games I've played. Stealth is good but when shit hits the fan you just have to reload. The combat is done unfairly and so the stealth is forced. They make it seem like there's an option but there really isn't. Its sneak by or fail and reload. And its save system makes that a chore too.

Stealth is featured prominently in Dishonored and Splinter Cell but both are well done because you are in control. Except Pandora Tomorrow. That one sucked. The Last of Us is just an entire game of forced, and badly done, stealth.
 

theevilgenius60

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Jun 28, 2011
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I gotta throw the boss fights from Sly Cooper Thieves in Time into the discussion. If I ever have to hear the phrase,"My Earssss! Who turned on the blasted Whisssuuullllll??!!!", again, it'll be too soon
 

Jynthor

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Mar 30, 2012
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Unskippable cutscenes. I'm not one of those people who always skip everything but when I replay a game for like the fourth time I really don't want to sit through certain things, the Mass Effect 2 intro is by far one of the worst offenders.
 

Jolly Co-operator

A Heavy Sword
Mar 10, 2012
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End-game power-trips.

Let's say you're in the final mission of a game. The stakes are high, the big baddie is practically within smelling range, and you're eager to test your skills against this final challenge. So, what does the game do? It gives you some sort of uber-weapon or power-up that basically turns you into a walking god of destruction, making the level a cake-walk. And I hate it. Granted, sometimes it's done well (in Bastion, for example), but in my experience, the developers usually fail to make the power-trip satisfying, and just leave me feeling like I've been cheated out of a test to prove the skills I've spent the whole game accumulating.
 

ecoho

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Jun 16, 2010
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KarmaTheAlligator said:
Mr.Squishy said:
Scripted 'supposed-to-lose' fights
Oh god, I forgot about those. No matter how well you're playing, possibly even being way overpowered for such a fight you still end up losing and possibly end up hating the game for it, especially if there was no indication that it was such a fight and you used up all your healing items.
so true but it must be said there is at least one game that does this right, tales of symphonia, your supposed to lose one fight but if you grind like a mad man you can easily beat the basterd and get some kick ass items right before his plot armor kicks in and insta kills you. that's how you do a scripted you lose fight, let you kick their ass in combat but lose in a cut scene.

OT: The fade............ that is all.
 

PrimitiveJudge

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Aug 14, 2012
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Areas in games that make me feel like I am about to have an anxiety attack for being really high up and the floor is invisible. a.k.a. Crystal Cave, seriously fuck that place.

Timed Jumping puzzles are a buzz kill.

Bosses that once defeated transform into some bigger, harder and health instantly restored, doing it once is fine, but 3+ times gets irritating as hell, especially if you die you have to start over again.
 

Hero of Lime

Staaay Fresh!
Jun 3, 2013
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Even though there are exceptions to the rules:

Water levels, swimming is almost always way too cumbersome.

Ice levels, there is little fun to be had when traction flies out the door.

Dark areas, always have some gimmick for navigation that is more annoying than interesting.

Tutorials, I don't think these need an explanation.

Escort missions, unless you have really good AI, this will almost never be fun.

Automatic failure stealth levels, the punishment does not fit the crime.
 

tsb247

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Mar 6, 2009
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Hmmm... My complaints seem to be about in line with everyone else's

I can't stand,

- vehicle/turret sections in shooters: They usually take away from the gameplay by forcing the player into a vehicle. What if I don't want to drive a car? What if I don't want to man that turret? I seem them as evidence that the developers got lazy and didn't want to model a whole level, so they toss the player on a rail, track, or some linear path and tell the to go boldly forward and nowhere else.

- QTEs: Really, they just need to go away. If I have to press 'insert button here' to not die, then I usually judge a game rather harshly.

- Timed missions: I don't like racing against a clock unless I am playing a racing game. I play games to relax, not to frantically run around hoping I can achieve a task before the clock runs out. That's what work is for.

- Escape and evade and/or moving 'death' barriers sections: I hate being locked in a scripted chase sequence in a game. I hate it even more when the screen scrolls with you and if you get outside the edge of the screen, you instantly die. This mostly applies to old school platformers.
 

KarmaTheAlligator

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Mar 2, 2011
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ecoho said:
KarmaTheAlligator said:
Mr.Squishy said:
Scripted 'supposed-to-lose' fights
Oh god, I forgot about those. No matter how well you're playing, possibly even being way overpowered for such a fight you still end up losing and possibly end up hating the game for it, especially if there was no indication that it was such a fight and you used up all your healing items.
so true but it must be said there is at least one game that does this right, tales of symphonia, your supposed to lose one fight but if you grind like a mad man you can easily beat the basterd and get some kick ass items right before his plot armor kicks in and insta kills you. that's how you do a scripted you lose fight, let you kick their ass in combat but lose in a cut scene.
I really disagree with that, because that's how nearly every supposed-to-lose fight goes anyway, you're winning in the actual fight then the cutscene kicks in and suddenly you're losing. Hack// GU Vol 1 did that, and it's a game where being 6 levels above your opponent means they can't scratch you, and it's very easy to level up.

The way to do a supposed-to-lose fight is to make the opponent actually invincible, either through them taking no (or very little damage) damage and OHKO'ing you, or have them at max level (or equivalent) for that fight. That way you know right away you're not supposed to win, and you don't get an illusion of winning anyway. That's how it's handled in Skies of Arcadia, where you might be able to draw the fight for a while if you're good, but you're getting your ass kicked either way.
 

scorptatious

The Resident Team ICO Fanboy
May 14, 2009
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KarmaTheAlligator said:
Mr.Squishy said:
Scripted 'supposed-to-lose' fights
Oh god, I forgot about those. No matter how well you're playing, possibly even being way overpowered for such a fight you still end up losing and possibly end up hating the game for it, especially if there was no indication that it was such a fight and you used up all your healing items.
It's funny, I've been playing through the Disgaea series, and it has a bunch of "supposed to lose" fights. Thing is though, you can actually beat them if you're leveled up enough, and in most cases, you can unlock an alternate ending by doing so.

Plus there kind of is some indication that you're going to lose since you can actually see the enemy's levels in those games.