Things that make no sense to you in video games

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Exius Xavarus

Casually hardcore. :}
May 19, 2010
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So, I was playing Assassin's Creed and it finally clicked with me while I was taking down wanted posters, that a lot of them are way up on top of buildings. Generally out of sight to the random passerby. Now of course, I know this isn't true of all wanted posters, but a vast majority of the posters I took down were on the upper area of a building. Wouldn't the whole purpose of a wanted poster to be that people can SEE it and alert authorities of the subject? Hardly effective if they're up out of sight.

So I ask you, my fellow Escapists, what sort of anomalies have you come across in your video games that just made you take a second and think: Wtf?
 

Easton Dark

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Jan 2, 2011
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Immediately I wonder about CoD health regeneration.

And well I'm there: Mmmmmmm, strawberry jelly on my eyes.
 

Radeonx

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Apr 26, 2009
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Well, from Brohood, the idea that your brotherhood of assassin's were always following you at all times.
I mean, how else can they arrow storm? It means that even when you wanted to go alone, they were there. Watching you.
Kind of creepy, if you ask me.
Which begs the other question, if they were following you the whole time, why didn't the 4 of you just troop around town as an unstoppable band of ruthless assassin's?
 

Radoh

Bans for the Ban God~
Jun 10, 2010
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While playing Vampire the Masquerade: Bloodlines for the first time, I noticed something odd about Grout's Mansion. There are these candlestick puzzles where you pull them in the right sequence to get a door to open, but the only clue you get is a little note describing in detail what needs to be pulled and when, then the game gives you in the HUD a picture to represent what candlestick represents what.
How does my character know what to do when all the candlesticks are the same and only I, the player, knows what is happening?
 

Sassafrass

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Aug 24, 2009
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The ending to Dead Rising 2 defies even what I like to call "video game logic".

Sullivan gets to call in a gunship. He's part of a pharmaceutical company from what I can make out. ...How the fuck did he get that?!

I may be missing something there as I saw the ending about 3 months ago, but that's what I can hazily recall.
 
Nov 12, 2010
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In Fallout,you can pause with 1 health and scarf down stimpaks while reality stops.Another good one is that a lot of rpg go for the "oh its legendary" excuse for power.What is legend made of anyway?
 

Leole

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Jul 24, 2010
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No one goes to the bathroom. Ever.

Excluding The Dude from Postal, and Duke Nukem.
 

ZehMadScientist

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Oct 29, 2010
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In Mass Effect 2, at a bar some asari matriarch tells you that the red snacks in the bowls are just for turians and quarians... How do quarians eat?
 

Leole

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Jul 24, 2010
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ZombieDeadNoMore said:
In Mass Effect 2, at a bar some asari matriarch tells you that the red snacks in the bowls are just for turians and quarians... How do quarians eat?
Through a USB drive.

Universal Snack Bar
 

Easton Dark

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Jan 2, 2011
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Sassafrass said:
The ending to Dead Rising 2 defies even what I like to call "video game logic".

Sullivan gets to call in a gunship. He's part of a pharmaceutical company from what I can make out. ...How the fuck did he get that?!

I may be missing something there as I saw the ending about 3 months ago, but that's what I can hazily recall.
If I recall, Umbrella was a pharmaceutical company.

ZombieDeadNoMore said:
In Mass Effect 2, at a bar some asari matriarch tells you that the red snacks in the bowls are just for turians and quarians... How do quarians eat?
Either they mean they're dextro-amino friendly so both could potentially eat them, or the quarian feeding tube works like... well, a tube.
 

campofapproval

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Jan 25, 2011
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i like to pretend the "health regeneration" in games like cod, killzone, halo etc. isn't really my character getting shot as much as combat-related stress and/or the increasing likelihood i'll get shot (and killed,.) staying out of fire for a few seconds means i won't get hit, and gives me a breather. it works.
the worst is bizarre game logic that hinders gameplay, like games that do first person platforming and jumping puzzles when yer character sprints with the slightest provocation via keyboard/analog stick for instance. i can put up w/ the same melee combo every time i face an enemy up close (despite how silly that looks) but when my progress is impeded by a wooden door despite the fact that my character's carrying around a crowbar, c4 and a rocket fucking launcher, i get a little irked.
 

IronStorm9

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Jun 15, 2010
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Dawkter said:
Pokemon.

What the fuck? I can just waltz in anyone's house and no one would care?

Also there are more PokeCenters then there are hospitals? What, our animal thingy slaves deserve more healthcare than us now?
I think what's stranger is the fact that there never seem to be enough houses for everyone you see in a town. For example, there are only three buildings in Pallet Town in the original game: Your house, your rival's house, and Oak's lab; but there are 2-3 other people in Pallet Town who constantly stand outside. Where do they live?

Since we're talking about Pokemon, How the hell does the professor from each game know when you're about to use an item when you shouldn't? When you try to ride the bike indoors in the first game, Professor Oak would say something like, "This isn't the time to use that," no matter how far from Pallet Town you were at the time. How the hell does he know? The only plausible explanation is that he is an incredibly powerful telepath who can read people's minds from miles away.
 

campofapproval

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Jan 25, 2011
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Wayneguard said:
Why do you not turn into a zombie when you're bit in any zombie game ever?
problem with that is, not all zombie myths revolve around "bite-transmitted virus." hell, even in the original romero films the bites ain't what made you a zombie; dying's what did it. bites just made you die pretty quick-like, cause dead people's mouths ain't the most sanitary.
 

Gottesstrafe

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Oct 23, 2010
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Things that SHOULD kill you in a cutscene do not, while things that NEVER kill you in game do.

What, do they just not issue protagonist-killing-bullets [http://tvtropes.org/pmwiki/pmwiki.php/Main/InstantDeathBullet] to grunts to be more cost effective?
 

Blue_vision

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Mar 31, 2009
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Radeonx said:
Well, from Brohood, the idea that your brotherhood of assassin's were always following you at all times.
I mean, how else can they arrow storm? It means that even when you wanted to go alone, they were there. Watching you.
Kind of creepy, if you ask me.
Which begs the other question, if they were following you the whole time, why didn't the 4 of you just troop around town as an unstoppable band of ruthless assassin's?
I think this could be explained that every time you go romping around Rome as Ezio is some memory, or a fragment of one, during which he brings a group of assassins to back him up. An actual mission, but you're just missing the mission part, or something like that.
 

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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The resistance to overdosing on *insert potion here*

L4D's Pain Pills is particularly noticeable scoffing down full bottles of painkillers in one go is a one way trip to dead unless you're in L4Dland of course...

Also injecting about seven Stimpaks in two seconds on Fallout NV really can't be good for my characters health. After a particularly difficult fight i'm always expecting my character do take a few steps then drop down dead... No wait that would be the Cazador's job

[sub]Fucking Cazadors[/sub]