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05-04-22 02:35:06 AM
Jul - Gaming - Annoying things in games New poll - New thread - New reply
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Posted on 02-26-18 03:56:16 PM Link | Quote
Originally posted by Xkeeper
A really basic slider for master, music, SFX, and voice really shouldn't be that hard, and it's really frustrating when they aren't, especially if the SFX are really loud.

On that note, how about games that don't have subtitles at all?

Better yet, games that have subtitles but they're tiny.

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Posted on 03-02-18 11:33:14 PM Link | Quote
Games with small text in general are annoying to deal with. Most times it's difficult to read, especially on a big TV.
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Posted on 03-06-18 09:52:21 AM Link | Quote

Originally posted by Reimu
What's worse than remappable controls? How about games with complex controls that the game don't list in the manual or in guides, don't work 50% of the time, and are required for 100% completion?


On a similar note, I really dislike when you're required to do X for a tutorial, then don't need it for half the game. By the time it's required I'll have forgotten about it. Half the time they're a bit fiddly or aren't explained again ever.

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Posted on 03-06-18 12:54:35 PM Link | Quote
Originally posted by BatElite
On a similar note, I really dislike when you're required to do X for a tutorial, then don't need it for half the game. By the time it's required I'll have forgotten about it. Half the time they're a bit fiddly or aren't explained again ever.



I think one of the most egregious examples of this is the powerbomb in Metroid Other M.

Here, do this thing in the tutorial, then never again until it unlocks in the middle of one of the final bosses.


Neat.

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Posted on 03-07-18 03:10:57 AM Link | Quote
Originally posted by Girlydragon
I think one of the most egregious examples of this is the powerbomb in Metroid Other M.

Here, do this thing in the tutorial, then never again until it unlocks in the middle of one of the final bosses.


Neat.

As a story element, it serves as a good demonstration of Samus's power and acts as a kind of Chekhov's gun.

As a gameplay design, though? It's a pretty weird choice. I guess it's a little better than if the ability were suddenly introduced out of nowhere, but at the same time making the player think "gee I could really use that super duper bomb right about now" until the end. I guess it goes to show that not all narrative devices translate well to a game.

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Posted on 03-20-18 08:37:10 PM Link | Quote

On the topic of Metroid: I think a lot of the ones since prime use scanning and I hate that in the DS one (probably others as well, but I haven't played many) there's a bunch of stuff you can scan that you better scan the first time or you'll have a gap forever.

Similar thing with the camera and statues from Wind Waker.

I feel those could easily be worked around in some manner. I don't even care much about 100% completion in most cases.

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Posted on 03-21-18 03:04:55 AM Link | Quote
When a game does a lot of little extra things repetitively without a way to skip it.

Flinthook is a grand example. It takes like a whole minute to go from one level to the next. Once you complete a level, you have to do the animation for getting a gem, whistle down the anchor, jump on it, watch it shake for a second before you leave, loading screen, then watch the ship explode. Then you select the next ship to go into, watch the little animation to throw anchor onto it, loading screen, and the animation of the anchor crashing into the ship and the character sliding off.

Every. Single. Time.

Let me skip the animations at least. It was cute the first few times I saw it but now it's just wasting my time.

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Posted on 03-21-18 03:52:57 AM Link | Quote
Originally posted by BatElite
On the topic of Metroid: I think a lot of the ones since prime use scanning and I hate that in the DS one (probably others as well, but I haven't played many) there's a bunch of stuff you can scan that you better scan the first time or you'll have a gap forever.

Oh yeah, that kinda stuff is a pain. Dumb Ice Shriekbats.

I like how Paper Mario: The Thousand-Year Door handled the issue, by allowing one-time enemy Tattles to show up in Professor Frankly's trash bin. I'm sure the Metroid developers could have easily allowed for Samus to find some kind of database or something somewhere that gave access to the "missed" vital scans without breaking the immersion of the game world.

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Posted on 03-21-18 07:49:13 PM Link | Quote
Originally posted by Peardian
Dumb Ice Shriekbats.


Ah yeah, but a weird thing is that instance is at least due to glitch, iirc. They reappear in other regions' versions of the game, just not the NA ones for whatever reason. Otherwise, I don't recall too many one-time-or-you-miss-it scans in Prime 1, and I'm hardly familiar with 2 or 3 (still need to play those though, oops.)

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Posted on 03-21-18 11:03:34 PM Link | Quote
Originally posted by Scooblee
Originally posted by Peardian
Dumb Ice Shriekbats.


Ah yeah, but a weird thing is that instance is at least due to glitch, iirc. They reappear in other regions' versions of the game, just not the NA ones for whatever reason. Otherwise, I don't recall too many one-time-or-you-miss-it scans in Prime 1, and I'm hardly familiar with 2 or 3 (still need to play those though, oops.)

I'm not sure if it's a glitch or not. I seem to recall the official Player's Guide for the game indicating that there was only one chance to get scan them.

As for other instances, I believe the only scannable blue door is at the very entrance of the Space Pirate Frigate Orpheon. Considering you encounter hundreds of other doors in your journey, it's pretty weird and arbitrary.

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Posted on 03-22-18 08:59:01 AM Link | Quote
I don't think it was a glitch so much as an oversight and it was altered in every release after NTSC 1.0.
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Posted on 03-22-18 04:54:43 PM Link | Quote
Yeah, I suppose 'oversight' might be a better word ^^;

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Posted on 03-22-18 05:41:43 PM Link | Quote
Most of the scans you can miss in the prime games are bosses, though there are a few odd ones that are way less clear. They should probably have made your % of scans like, less relevant? There shouldn't have been as much focus put towards scanning everything.

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Posted on 04-24-18 09:22:13 PM Link | Quote

Ooh, I got some

1. Games not treating 2,4,6,8 as arrow keys on the numpad while numlock is off. This annoys me to no end.

2. Games with limited or improper gamepad/joystick support. It's really annoying when I want to use one of my controllers and a game only supports PS4/Xbox controllers. Also annoying is when a game has no gamepad support, or an extremely poor calibration system.

3. No Midi support. Man, sometimes I just want to plug in my SC-88 St and listen to the games music through that.

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Posted on 04-24-18 10:21:30 PM (last edited by Reverend Crush at 04-24-18 10:21:49 PM) Link | Quote
Originally posted by Nin★Collin
2. Games with limited or improper gamepad/joystick support.


This is why I don't often buy PC games aside from genres where a joystick/pad makes no sense whatsoever (simulation games, RTS, you know, the stuff that was designed with a keyboard and mouse in mind.) I was too poor for a PC until the late 90's, so my main gaming experience has been with a controller of some sort. 8Bitdo's SN30 Pro has been a godsend since it can be easily configured to run with DInput or XInput, so that clears up the problem with a lot of the games from last generation that only supports 360 controllers. Still, there are games like Hell Yeah! that only allow movement with the left analog stick... which would be fine if it weren't a 2D sidescrolling Metroid-like.

The "joypad" support in Morrowind is horrible. I'd love to play the game, but what they call "joypad enabled" just means that you can control your character and some action commands with a joypad, but you'll still be using the mouse for camera controls and the keyboard for most of the menus. I'm guessing there's a mod to fix this, maybe I'll look into it sometime.
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Posted on 05-02-18 04:25:41 PM Link | Quote
Post #5247 · Wed, 2018 May 02, 13:25:41
MOTHER.

FUCKING.

HEALTH.

ALARMS.

Someday I'm going to find the person who invented those and lock them in a room with one for a few months.



Also:


  • Permanently missable goodies with no hint that they're there.

  • When the devs can't help but shoehorn a gimmick in everywhere. Oh you have a touch screen? Here's a shitty touch-based mechanic stuffed in places it doesn't fit! Looking at you, modern Mario Karts, with practically every track having an underwater section, a flying section, and a forked path in which the road waves up and down.

  • Unskippable cutscenes and slow dialogue.

  • Having to unlock difficulty levels. Especially easier ones, that makes no damn sense.

  • Overly verbose text that you have to see often. "Thou hast done well in defeating the bear! Thy Experience is increased by 12!"

  • Unwinnable battles where it's not clear they're unwinnable. Bonus if you can actually win and the game just breaks.

  • When the game makes a huge deal out of you dying and/or feels like it's mocking you.

  • Devs thinking 30 or even 20 FPS is good enough.

  • Games that don't work properly with some system settings/versions. Like having text get cut off because you have the font size turned up, or be unreadable at lower resolutions, or have important sound cues but no hint that they're there if you have sound off.

  • Input lag. You had one job, Virtual Console guys.



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Posted on 05-02-18 04:30:14 PM Link | Quote
Originally posted by Rena
When the devs can't help but shoehorn a gimmick in everywhere. Oh you have a touch screen? Here's a shitty touch-based mechanic stuffed in places it doesn't fit!

*cough* Dawn of Sorrow *cough* I don't think anyone appreciated the sealing mechanic, but it was an early DS game so Konami just had to add it...

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Posted on 05-03-18 12:05:24 AM (last edited by Lunaria at 05-03-18 09:06:33 AM) Link | Quote
Have I told you about pokemon picross? I could get away with saying annoying game rather than annoying things in game, but I want to give a special shoutout to my favourite:

The game offers either a touch screen control set-up or d-pad + buttons, I prefer the latter. But for some inexplicable reason, most menus, level select, and stuff in-game can't be controlled using that scheme. (It gives a prompt to use the touch screen if you try to!) Despite the fact that no menu in the game at all justify being touch controlled in any fucking way. And this is a 3DS title, they should have known better.

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Posted on 07-21-18 02:41:52 AM Link | Quote
You know what annoys me? When the AI gets unlimited stamina while you only get 200 in Urban Champion.
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Posted on 08-25-18 08:28:01 PM Link | Quote

I've resumed going through Legend Of Zelda: Oracle Of Ages and it has a lot of things that annoy me:

-At some point you come across an unfinished bridge with a guy complaining his workers ran off. You can't really do anything but turning back starts the event that ends you up with the character needed to help out.
If you immediately go to the workers that won't do anything, you specifically have to talk to the angry guy again and agree to help at this point. It's a great way to waste a bunch of time.

-At another point you trade your shovel for one of two items stolen from you, swapping back at will so you can use one of the two at a time. You later get things to buy the items back, but at that point the game will make you swap back for the shovel first. It's not a big thing, but it's just overly formal.

-By now I'm on dungeon 6 I think. (Crown dungeon anyway) It took one key to get into the room with the midboss. After that there's a switch block puzzle that requires 2 key in total, one midway through, so I had to get another one. Turns out that two rooms after that puzzle you need yet another key. At that point why not just make a hallway with a bunch of key blocks in? Link's Awakening did that and you could see ahead of time what was going on, here it takes retreading a quarter of the dungeon just to get from the mid-boss warp and through the switch puzzle.

-It's not really an annoyance as much as just an opinion, but being able to make dungeon rooms larger than a screen is probably a significantly important engine development. I was iffy about it, aesthetically, when I first saw it but I figured the game would show its benefits...and I still don't feel like it has. There's almost certainly rooms that only work thanks to it but for the most part I remember a lot of large but empty rooms that might fit a few more enemies in, yet they don't feel more worthwhile. It just tends to make traversing the dungeons take a lot longer.

In short, the game has been testing my patience.

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