For every good, there is a bad

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Jumplion

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Mar 10, 2008
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So i've seen a lot of people say how much they loved/did not love a game for so and so features. For example, people liked GTA4 but didn't like what it didn't feature.

So, for every good game there has to be a bad feature or bad no feature. Take your favorite game and list the flaws that you did not like.

for example, MGS4 for me was a bit too short and easy for me. Another flaw (which isn't really a flaw, more of an assumtion by stupid people) is that people still think that MGS4 will be ported to the 360. If i see one more comment like that, i will just go apeshit because that comment has been proven and disproven many times over and i'm tired of people making the assumtion that:

"Oh, i'll just wait a couple of months or a year and MGS4 will TOTALY come to the 360! it makes total sense that the game takes up a whole blu-ray disc and all Konami has to do is make the game collectivly WORSE by dumming down the graphics and audio and stuff. Plus, the whole game has products from its 2 worst enemies (Mac, iPod, PS3 controller) and all they have to do is remake all of those so it's M$ stuff." Makes total sense dipshits.

But now i'm turning into a rant.

Post the flaws (or assumtions made by people) of your favorite games and tell us how they could make it better in the possible next installment.
 

cleverlymadeup

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Mar 7, 2008
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assassin's creed - great sandbox idea, just made it seem you were blatantly doing the same thing over and over and it was rather repetitive too. i'd say give more variety to the game and make you do different things in the city instead of the same darn thing over and over

oh and improve the grabbing ledge stuff in there cause there was more than once it would grab the wrong ledge or grab it in a very stupid way

also this really goes for any game "stop switching control directions when forcing a camera angle change", ie you're going forward, they switch the camera 180 degrees so what was forward is now back on the analog stick and change the way the movement is setup

dmc4 kinda fixed this and would allow you to continue in the same direction as long as you didn't let go of the analog stick, once you did it reverted to the new orientation
 

Lvl 64 Klutz

Crowsplosion!
Apr 8, 2008
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To challenge myself - Persona 3 (Which I think is pretty close to perfect)

Hmm...

The time system is a little funky. I find it odd that I can ride the train back and forth a billion times and no time will pass, but one extra-curricular will take up my whole afternoon.

I wish the Velvet Room was separated differently, I should be able to access my Persona Compendium in the Fusion menu, not the Requests menu.

The voice acting, although better than most, could use a little emotion... characters who are yelling just seem to be talking loudly.

That's about all I can think of.
 

AlexHarman

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Jun 6, 2008
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Game: Crackdown
Problem(s): It isn't deep enough.
Solution(s): Keep the same gameplay with just a couple of new features {for example, melee attacks} and focus more on bringing greater volume of life and a more involving story {that can't be finished within a couple of hours} instead.

Game: Tom Clancy's Splinter Cell {Whole Series}
Problem(s): Gameplay is just diversifying a little too much.
Solution(s): After "Convictions" is done and dusted {and believe me it looks damn good}, perhaps try to make the next one a little more like Chaos Theory {which was truly a fantastic game} - forget the over complex story, get back to the traditional nuclear warfare story and sneak-em-up gameplay that we all loved.
 

Duck Sandwich

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Dec 13, 2007
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Super Smash Bros. Brawl - The health system in the Adventure mode is stupid. You die by moving too far away from the camera? Ridiculous. A couple of times I was knocked in one direction off the screen, but landed safely on the ground. Then I rolled in the direction that I was knocked towards and died. I died from ROLLING. Not rolling into a spike pit, or rolling into lava, just rolling. If I had waited for a few seconds, the camera would have followed me and I could have rolled without dying. When you can literally be killed by the bad camera, something's wrong.

It works perfectly fine for a versus match where you're trying to knock your enemies out of a stage with fixed boundaries, but when those unseen insta-kill boundaries follow you, and then stop following you when you get hit, that just doesn't work.

Also, the auto scrolling sections are stupid because once you're offscreen, you can't see your surroundings - only your character. So you can get stuck behind a wall that you can't even see and die from that.
 

GeeDave

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Oct 10, 2007
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Game:
Final Fantasy 8

Problems:
It could be due to the translation, but some of the 'Tutorial' questions were worded really, really poorly. And the answers were always "Yes" or "No". In some cases it almost seemed like a trick question. I'm having difficulty tracking down a proper example unfortunately.

Another problem, is some parts of the game... even though I've played it plenty, I will still have to refer to help on, or take ages to work out (again). This isn't anything puzzle based... no logic or something you can decipher. An example of this is a sewer section where you have to go in, get through it and come out the other end. There are so many dead ends and possiblities of ways you 'could' go, but only one path lead to the end. And it could either take you 3 minutes or half an hour. Completely based on your luck!

Another example of this is in a prison section, I think there are around 12 or 15 floors, of which you can't just go up or down as you please. Instead on each floor... you have to run around the entire floor (getting into fights too) and then to the other side for the stairs. And of course this is one of those situations where your characters are blocked by a ledge about knee high that prevents them from just stepping over it. This becomes annoying when you first exit your cell somewhere in the middle (so around the 6th floor)... and you have no idea if you're supposed to head up, or down. I've played it plenty... and you're never told. Heading in the wrong direction means a good half an hour running and fighting, and then about 45 minutes to an hour turning around when you reach the end.

This section also has an annoying part where you need to shimmy across a ledge. The view changes as you fall... and you're about dead centre... not knowing which way you came from, and which way you have to go. So you hold either left or right until the screen turns black
and then just pray that you made it to the other side, instead of dying and having to repeat.

Solutions:
Better translation, perhaps even some re-wording entirely in some cases.

Better signalling, so the player tends to know what's going on more often, and which way to best proceed without wasting vast amounts of time.
 

shadow skill

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Oct 12, 2007
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MGS4 autoaim is complete crap, annoying triangle mashing sequence at the end that I had to have someone else do for me. Lack of button mapping options and Southpaw stick settings, aiming was a total ***** for me, and I hated the controls for the shooting. I would have adjusted the mapping to create something like what I use for COD4 (without the suck.)

COD4 Lack of button remapping makes southpaw painful to use for any extended period of time.

Dark Sector see above, and add on the fact that the game plays like a shooter.

Ninja Gaiden 2 no real way to tell where enemies are when they are off screen. Something like ZOE 2's radar ring would have helped alot. Replay feature lacks fast forward and rewind for some ungodly reason.
 

Strafe Mcgee

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Jan 25, 2008
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Grim Fandango features an often annoying control system and it can sometimes be hard to tell what you can or can't use due to a lack of item names that you can examine. Apart from that, it's flawless.
 

GloatingSwine

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Nov 10, 2007
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shadow skill said:
Ninja Gaiden 2 no real way to tell where enemies are when they are off screen. Something like ZOE 2's radar ring would have helped alot.
Get surround sound. Never be surprised again.
 

Churchman

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Jun 21, 2008
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GloatingSwine said:
shadow skill said:
Ninja Gaiden 2 no real way to tell where enemies are when they are off screen. Something like ZOE 2's radar ring would have helped alot.
Get surround sound. Never be surprised again.

If you have to upgrade your sound system to not get jumped by off screen enemies, then the game has a major flaw, not everyone can afford Surround Sound.
 

shadow skill

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Oct 12, 2007
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GloatingSwine said:
shadow skill said:
Ninja Gaiden 2 no real way to tell where enemies are when they are off screen. Something like ZOE 2's radar ring would have helped alot.
Get surround sound. Never be surprised again.
I have a sorround sound system listening for the sounds enemies make is really only good for when the ambush starts, It's really not good after the fighting starts.
 

x434343

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Mar 22, 2008
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I love TF2, but what I hate about it is it just tosses you right into the fray. It doesn't bother with a tutorial. I woulda liked 9 levels, explaining each of the classes's abilities and weapons.
 

Juan Regular

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Jun 3, 2008
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x434343 said:
I love TF2, but what I hate about it is it just tosses you right into the fray. It doesn't bother with a tutorial. I woulda liked 9 levels, explaining each of the classes's abilities and weapons.
Yeah, that really wouldn't have been bad. Took me some time to figure out the spy or engineer for example.
 

Wolfwind

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May 28, 2008
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Bioshock: No multiplayer? I wanna shoot bees at people!

Devil May Cry 4: Halfway through the game, you start playing the other half backwards. Lazy lazy bastards who made that game.

Aaaaand, hey that's it. I thought I'd have more.