Worst Video Game Tutorial

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Silvanus

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Final Fantasy VIII has a pretty awful tutorial. Explains a couple of very basic mechanics in painstaking detail, and then leaves the majority of (just as important) mechanics completely unexplained.
 

KarmaTheAlligator

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FPLOON said:
KarmaTheAlligator said:
FPLOON said:
Guilion said:
I'll just go ahead and say the one that usually gets me into trouble:

Kingdom Hearts 358/2 Days

That tutorial is absolutely infuriating, it's divided into little sections and all of them are unskipable. To elaborate on this imagine you make a combat tutorial for an RPG. What would you do? Explain all the menus in a single battle? Not in Kingdom Hearts 358/2 Days you don't, each menu has it's own battle; for instance there's one battle that explains how to consume items and other one that explains how to attack. Fucking WHY
As someone who loves this game more than he probaby should... I agree 100% in terms of how the tutorial was handled in 358/2 Days... I mean, if I remember correctly, the game's tutorial last for a total of 12 in-game days! I feel like they only stretched it out just to showcase the Organization members you could play as in multiplayer despite [REDACTED] happening later on...
Yeah, those days were mostly to have some interaction with the Org members and flesh them out a bit more. Doesn't excuse the length of the tutorial, though.
Agreed. Besides, it wasn't until I played the game a second time that I realized
that the members you interact with the most end up going to Castle Oblivion... and never coming back outside of Axel...
Pretty sure that was also the start of Marluxia's rebellion plan.
 

TP Potato

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I would have to say the original Witcher 2. I remember having little text boxes on the side of the screen popping up while I was in active combat, so not only were they difficult to read but I felt like I was being punished for looking away from the fight to read them. The enhanced edition did fix this later with a separate tutorial level.

I would also mention Mass Effect 3. Nothing about the tutorials were bad per se, but if felt very awkward in that you had access to everything right from the start while the tutorial spread out over a few levels, so I was using things before I even got the tutorial on how to use them.
 

vledleR

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Wargame: Airland Battle. It's and incredibly complex game with tutorial missions that have a few lines of text that just tell you what the objectives are in the tutorial, and not how to play the game.
 

Poetic Nova

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Jan 24, 2012
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Ihateregistering1 said:
I think it was the original 'Driver'. It tried to integrate the tutorial into the story by being about how you needed to show the local crime boss how bad-ass of a driver you were. Unfortunately it immediately put you on this driving course that was really, really hard, and you couldn't skip it. I think it took me like 3 hours just to make it through the damn tutorial.
While I cannot disagree on the "Interview" being ridiculously hard, there is a training mode on the main menu that included a ghost that shows all the tricks.
 

Squilookle

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necromanzer52 said:
Ihateregistering1 said:
I think it was the original 'Driver'. It tried to integrate the tutorial into the story by being about how you needed to show the local crime boss how bad-ass of a driver you were. Unfortunately it immediately put you on this driving course that was really, really hard, and you couldn't skip it. I think it took me like 3 hours just to make it through the damn tutorial.
Exactly what I came here to say. The tutorial should not be the hardest level in the entire game. I had that game for about 3 years before I managed to get past it.
You have to admit though, that forcing the player to learn those manoeuvres right from the start made it possible to beat those hard as nails missions at all. That tutorial was FAR from the hardest part of the game, and after actually scraping my battered and twisted wreck of a car successfully through to the end of the story, on reflection it was the know-how I was forced to demonstrate in the tutorial that proved invaluable in making that happen.
 

deshadow52

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Oct 25, 2010
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San Andreas is pretty bad I think mainly because every mission until you get out of Los Santos has a bit of tutorial in it and it gets rather annoying, especially when you've played it multiple times. I understand you shouldn't dump all that at once but you shouldn't spread it out so either.
 

Cavouku

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Y'know, I have the vague impression of people saying that they've enjoyed Turok: Dinosaur Hunter for the N64, but my recollection is that of a game that made me feel as though I just could not play 1st person perspective, and actively shunned games from such a perspective for about 10 years or so.

I'm still not totally over it. I never even got to a part where I killed a dinosaur because my scrub ass couldn't deal with the platofrming in 3D, 1st-Person AND N64 controls all at once.

...Heheh, it's funny, most of the games from my childhood were M-rated. The first game I ever played was Mortal Kombat II, for the SNES. I was 4. My dad had a friend who could get Liu Kang's torso to turn into a dragon and bite the other dude's head off before the match even started. Bitchin'.
 

FPLOON

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Jul 10, 2013
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KarmaTheAlligator said:
FPLOON said:
KarmaTheAlligator said:
FPLOON said:
Guilion said:
I'll just go ahead and say the one that usually gets me into trouble:

Kingdom Hearts 358/2 Days

That tutorial is absolutely infuriating, it's divided into little sections and all of them are unskipable. To elaborate on this imagine you make a combat tutorial for an RPG. What would you do? Explain all the menus in a single battle? Not in Kingdom Hearts 358/2 Days you don't, each menu has it's own battle; for instance there's one battle that explains how to consume items and other one that explains how to attack. Fucking WHY
As someone who loves this game more than he probaby should... I agree 100% in terms of how the tutorial was handled in 358/2 Days... I mean, if I remember correctly, the game's tutorial last for a total of 12 in-game days! I feel like they only stretched it out just to showcase the Organization members you could play as in multiplayer despite [REDACTED] happening later on...
Yeah, those days were mostly to have some interaction with the Org members and flesh them out a bit more. Doesn't excuse the length of the tutorial, though.
Agreed. Besides, it wasn't until I played the game a second time that I realized
that the members you interact with the most end up going to Castle Oblivion... and never coming back outside of Axel...
Pretty sure that was also the start of Marluxia's rebellion plan.
Yep... leading into Chain of Memories
as well as Roxas takes an unexpected "sabbatical" in sleep form...
 

MeatMachine

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May 31, 2011
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Any recent Bethesda open-world RPG.

Skyrim and Fallout 3, for example, is full of noob pitfalls. I'm fairly certain that -at least- 70% of players attacked the first chicken they saw in Riverwood in Skyrim or stole a can of beans in Megaton, and got immediately lynched by the town mob.

Tell me I am wrong.
 

MHR

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Don't Starve's tutorial. All you get for a tutorial is the game's name; Don't Starve. Well, that's not fair, because once you're transported to the strange wilderness world, you do get a few words of advice from the game's main villain, Maxwell, who says "Say pal, you don't look so good. You'd better find something to eat before night comes." You wake up, the clock starts ticking, and all this without even so much as knowing the controls. You very quickly learn why night time is bad, and you suffer a permanent death to your character. That's what makes the game great though is finding out what to do without any hand-holding. The "tutorial" is still hilariously thin though and I love it.

Honorable mention has to go to The Elder Scrolls: Oblivion's tutorial. By itself, it's actually a fantastic tutorial, explanatory, fun, and has interwoven story elements. The only trouble is when you start the game on the hardest possible difficulty, it literally is the hardest part of the game to get through, because everything is tougher than nails and hits your squishy prison-***** body like a truck. You're supposed to rely on running away from danger and using summoned minions because they don't suffer your difficulty penalties to get through the entire game. You're far too weak to take anything on toe-to-toe. You have no summons in the tutorial, and you're stuck in enclosed caves with enemies.
 

necromanzer52

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Squilookle said:
necromanzer52 said:
Ihateregistering1 said:
I think it was the original 'Driver'. It tried to integrate the tutorial into the story by being about how you needed to show the local crime boss how bad-ass of a driver you were. Unfortunately it immediately put you on this driving course that was really, really hard, and you couldn't skip it. I think it took me like 3 hours just to make it through the damn tutorial.
Exactly what I came here to say. The tutorial should not be the hardest level in the entire game. I had that game for about 3 years before I managed to get past it.
You have to admit though, that forcing the player to learn those manoeuvres right from the start made it possible to beat those hard as nails missions at all. That tutorial was FAR from the hardest part of the game, and after actually scraping my battered and twisted wreck of a car successfully through to the end of the story, on reflection it was the know-how I was forced to demonstrate in the tutorial that proved invaluable in making that happen.
Oh there were some tough missions in that game all right. But the tutorial was the only one that made me ragequit. Possibly because you don't even unlock "take a drive" mode until you actually get into the real game, so if you're stuck on a regular mission, you can go fuck about for a while to relax before trying it again.
 

SquallTheBlade

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May 25, 2011
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insaninater said:
dark souls 1 on the PC is pretty bad. Doesn't get much worse than giving you the controls for a different damn system.
What was bad about it? It explains the controls and most mechanics of the game(not all like weapon scaling) without breaking the flow of the game. That's an achievement in my opinion. Developers should learn from it.

And if you were playing the game with keyboard and mouse you can rebind all the keys in the menu so that kind of explains all the controls.
 

Poetic Nova

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Jan 24, 2012
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necromanzer52 said:
Oh there were some tough missions in that game all right. But the tutorial was the only one that made me ragequit. Possibly because you don't even unlock "take a drive" mode until you actually get into the real game, so if you're stuck on a regular mission, you can go fuck about for a while to relax before trying it again.
Now you've made me curious honestly. Both copy's I own allow Take a Drive from the gett-go in the first 2 city's.
Or are my vague memories of there being a forced interview true? If so, might be a version diffirence.
 

necromanzer52

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0takuMetalhead said:
necromanzer52 said:
Oh there were some tough missions in that game all right. But the tutorial was the only one that made me ragequit. Possibly because you don't even unlock "take a drive" mode until you actually get into the real game, so if you're stuck on a regular mission, you can go fuck about for a while to relax before trying it again.
Now you've made me curious honestly. Both copy's I own allow Take a Drive from the gett-go in the first 2 city's.
Or are my vague memories of there being a forced interview true? If so, might be a version diffirence.
Right. Just fired up my game there and turns out I was wrong. (Though I'm glad to see the opening cutscene still looks really good). But anyway, I distinctly remember having much more trouble with the tutorial than any other mission.
 

Poetic Nova

Pulvis Et Umbra Sumus
Jan 24, 2012
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necromanzer52 said:
0takuMetalhead said:
necromanzer52 said:
Oh there were some tough missions in that game all right. But the tutorial was the only one that made me ragequit. Possibly because you don't even unlock "take a drive" mode until you actually get into the real game, so if you're stuck on a regular mission, you can go fuck about for a while to relax before trying it again.
Now you've made me curious honestly. Both copy's I own allow Take a Drive from the gett-go in the first 2 city's.
Or are my vague memories of there being a forced interview true? If so, might be a version diffirence.
Right. Just fired up my game there and turns out I was wrong. (Though I'm glad to see the opening cutscene still looks really good). But anyway, I distinctly remember having much more trouble with the tutorial than any other mission.
Can't disagree on the difficulty. But then again, most games in the series are known for really stupid difficulty spikes.
 

Dragonlayer

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Dec 5, 2013
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Gundam GP01 said:
Dragonlayer said:
And there really is no excuse for not having a functional pause button when playing offline; I shouldn't have to retreat ten miles and hide in a corner because I need to go make dinner From Software.
Okay, the rest I can kinda get but this is just dumb.

The games practically autosaves every damn step you take, AND the option to quit back to the main menu is called "Save and quit."

If you have thing you need to pause for, then quit the damn game. You will literally be in the exact same spot you were standing in when you load back in.
I'm well aware of that - and its a good thing as well, otherwise I'd really call it a stupid design choice - but there is *zero* reason not to have a pause function offline. Yeah, it's not outrageously inconvenient but why should I have to constantly quit and reload the game if someone is calling me, or the house is burning down? There's a reason the pause function exists in the first place!
 

DementedSheep

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Dragonlayer said:
Gundam GP01 said:
Dragonlayer said:
And there really is no excuse for not having a functional pause button when playing offline; I shouldn't have to retreat ten miles and hide in a corner because I need to go make dinner From Software.
Okay, the rest I can kinda get but this is just dumb.

The games practically autosaves every damn step you take, AND the option to quit back to the main menu is called "Save and quit."

If you have thing you need to pause for, then quit the damn game. You will literally be in the exact same spot you were standing in when you load back in.
I'm well aware of that - and its a good thing as well, otherwise I'd really call it a stupid design choice - but there is *zero* reason not to have a pause function offline. Yeah, it's not outrageously inconvenient but why should I have to constantly quit and reload the game if someone is calling me, or the house is burning down? There's a reason the pause function exists in the first place!
If it's like the souls game it was built around being played online and playing offline is just something they aren't baring you from doing. I don't think they want you to be able to pause and think in fights either although yes having no pause button is inconvenient at times.