Games that penalize you for playing a certain way

jdogtwodolla

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Metal Gear Solid 4 as just a shooter.

I read an interview where Kojima Stated that you can play through MGS4 any way you'd like, including as just a third person shooter. Being that this was my first MGS game and that I'm bad at stealth I decided to go for this option.

The enemies can spawn indefinitely. At certain points if you play it as just a shooter than you can keep an alarm going forever and have soldiers spawn until you stop and run away. Paris was designed just for stealth and nothing else so I had a tough time on that one as well.
 

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Rainbow_Dashtruction said:
They changed the boss fights in the directors cut? How are they now?

And I wasn't saying they wern't awful fights. Their the lowest part of the game, but the first one still support stealth.
That's the thing, they don't support stealth, at least not really. I mean you can stealth during the boss fights, but the fights obviously want you to just shoot the bosses or throw gas canisters at them.

And I haven't played the new boss fights, but considering that the company itself designed them instead of outsourcing them (which they did due to time constraints I believe), I imagine they're much better.
 

DoPo

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WhiteNachos said:
E: In fact from the sounds of it I'm pretty sure all Hitman games penalize you for shooting everyone. Don't know that for a fact though
You can only get the Silent Assassin rank by being the most stealthy you can be - basically, don't raise any alerts (found bodies, being suspicious) and don't kill (except your target). Specifics around the exact requirements vary slightly per game (for example, in Contracts, I believe, you were allowed you to kill a couple of guys tops) but overall that's the guideline. That's in every game except Codename 47 where being loud just meant you'd have to potentially take on a lot of people and/or run and/or make the rest of the mission harder.
 

Mikeyfell

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Well almost every game has a way the developers intended you to play. Like you can go FUCK yourself it you want to play a mage in Skyrim.

Peggle is a pain in the ass if you try to clear every peg in every map

And Destiny makes you its ***** if you try to have any fun while playing it.

Bioshock Infinite Burial at Sea part 2 fucks you over if you try to play it stealthy.

and loading up Borderlands 2 on OP8 should just be a loop of Randy Pitchford laughing at you.

and Go screws you if you have the poor luck to pick the white stone

Farcry 3 gives you massive XP boosts if you play stealth but diddly squat if you don't play stealth.
 

Guitarmasterx7

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The_Blue_Rider said:
recently got to the first boss. Wow, fuck me, that is a terribly designed boss fight. Ive heard the stories about this games bosses, and thought maybe it was exaggeration, but no, Im an idiot.
Apparently the boss fights were literally handed off to a totally separate team hence why they're fuckin ultragarbo while the rest of the game is (IMO) really solid. I don't think it's punishing your stealth build though the game is just... like that.

Allegedly that's fixed in the "directors cut" version but I can't confirm or deny that firsthand. I know it's one of the selling bulletpoints on the game itself though.
 

WhiteNachos

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DoPo said:
WhiteNachos said:
E: In fact from the sounds of it I'm pretty sure all Hitman games penalize you for shooting everyone. Don't know that for a fact though
You can only get the Silent Assassin rank by being the most stealthy you can be - basically, don't raise any alerts (found bodies, being suspicious) and don't kill (except your target). Specifics around the exact requirements vary slightly per game (for example, in Contracts, I believe, you were allowed you to kill a couple of guys tops) but overall that's the guideline. That's in every game except Codename 47 where being loud just meant you'd have to potentially take on a lot of people and/or run and/or make the rest of the mission harder.
In Blood Money if you killed non targets you keep your silent assassin rating only if they were killed in a way that made it look like an accident or suicide (dropping stuff on them, pushing them off ledges etc)
 

Auron225

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I just finished Valkyria Chronicles recently. After each operation, the game ranks you on how well you did. I don't mind that kinda thing on principle, but what really bugged me was that it took one thing, and one thing only into consideration when ranking you; how fast you did it.

For some reason speed is absolutely everything! Never mind if most of your squad die or if the enemy take all but your base camp - so long as you get the job done quick, it doesn't matter how dirty it was. It's like the game is punishing you for taking it slow, preparing carefully for each encounter and carrying them out with precision - screw all that when you can only kill whoever is absolutely necessary and rush the thing as fast as possible.

It wouldn't have bugged me so much if not for one thing; the game forks out tons more EXP for getting a higher rank. My frequent D ranks for taking so long made things difficult later! What kind of system is that anyway? I'm having a hard time, so the game is going to give me LESS EXP as punishment?
 

EyeReaper

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Well, it's a good thing the first two posts covered the most obvious ones.

Following DE:HR and Dishonored, the first game I think of is Devil Survivor on the original DS(Or it's fantastic remake on the 3ds). I have a love-hate relationship with this game. As in, the first time I played the game, I absolutely hated it. When I tried it again because the remake was on sale? loved it. My secret? Different builds.
On my first playthrough, I went full mage (my goto route in most rpgs) which turned to be my downfall at the first boss. You see, as it turns out, the first boss, Beldr, is immune to all magic, all allys, and all demons. There is one thing alone that can damage him, and that is the MC's standard attack.

On my second playthrough, Belderp went down hella fast. Ooooh vengeance was sweet.
 

Flammablezeus

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I love how most of the posts come across as whining about stealth games penalising you for not playing stealthily. Next you're going to complain about losing a fighting game because you choose to play as a pacifist in them.
 

waj9876

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Dirty Hipsters said:
waj9876 said:
Weirdly, the devs of Dark Souls seem to hate anyone who isn't using the biggest sword they can find, the heaviest armor, best physical defense/stability shield, and putting all of their points into strength and such.
Not even true in the slightest. The easiest way to go through any of the souls games is to use magic or miracles. 90% of the enemies in the game are incredibly vulnerable to magic and lightning and you can attack from a distance without any fear of them fighting back. It almost turns it into a totally different (and not nearly as fun) game.
Until they completely nerfed magic.

And you can't really do that with a lot of bosses.
 

Dirty Hipsters

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waj9876 said:
Dirty Hipsters said:
waj9876 said:
Weirdly, the devs of Dark Souls seem to hate anyone who isn't using the biggest sword they can find, the heaviest armor, best physical defense/stability shield, and putting all of their points into strength and such.
Not even true in the slightest. The easiest way to go through any of the souls games is to use magic or miracles. 90% of the enemies in the game are incredibly vulnerable to magic and lightning and you can attack from a distance without any fear of them fighting back. It almost turns it into a totally different (and not nearly as fun) game.
Until they completely nerfed magic.

And you can't really do that with a lot of bosses.
In Dark Souls 1? You absolutely can because I've done it. Running a magic build was significantly easier than any other build that I tried (though that probably has to do in part with the fact that I already knew all the ins and outs of the game by the time I did that build).
 

Spider RedNight

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Any game where it bullies you into doing either an escort mission or a timed mission and it's mandatory is penalizing you for
A - preferring to go solo
or
B - Taking your sweet time while looking around.

That's one reason why I never got into the Dead Rising games; the whole Zombrex thing aside, I didn't like feeling rushed to get from one thing to another. "Ohhhh you took too long escaping from the military. SUCKS TO BE YOU, LOSE PROGRESS." Just felt like it was the opposite of fun when I had a clock breathing down my neck.

Speaking of time, how about Animal Crossing, eh? What do you mean I can't go on vacation or start school where I can't get on EVERY DAY and entertain EVERYONE and pick weeds. How dare they tell me I'm neglectful just because I didn't pick the game up for three months? What do you mean Wolfgang moved away?? Who do those jerks think I am, a guy with no life-- *ahem*
 

FPLOON

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Catherine

Obvious Edition: Your answers on relationships may or may not be the right choices according to the game...

Not-So Obvious Edition: Either go full Catherine or full Katherine or else you WILL get a shitty "bad" ending...
 

Rariow

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Shadowrun Returns punishes you pretty hard for playing as a Decker - read hacker. Deckers gain abilities that they can only use in the virtual world, on a hack. Problem is, you can only effectively hack on really rare occasions, most of them plot-centered, which means you'll almost always conveniently have a powerful Decker in your party when you need to use one anyway.

I found Dragon Age: Origins punishes you pretty hard for focusing on high damage to one opponent rather than more AoE and crowd control type stuff. Most of the time you'll be fighting large groups of glass cannon enemies, rather than one big guy. When you're fighting one big guy, he tends to do low enough damage that a crowd control oriented party can simply outlast him by slowly chipping away at him and constantly healing.

Mass Effect 2 onward, punished you for trying to roleplay rather than choosing a morality path and following it. To unlock certain, more effective, dialogue choices you had to get a certain amount of points in that morality. However, these were not raw points (you need to have 100 Paragon points to do this) but a proportion of the points you could've gotten to this point (You need to have 80% of the Paragon points that you could've gotten in conversations up to now). This meant that if you did a roughly 50/50 split, you would never get any of the more powerful dialogue options, and end up getting bad story results. The trick with the proportion thing even prevented you from doing side missions to grind morality points so you could at least access some options.

The Old Republic did a similar thing, in that high-level gear was closed off to either extreme dark side or extreme light side characters, and no gear for neutral characters, meaning neutral characters had to grind whatever the team-based repeatable instanced story-based missions were called at the end game to shift their alignment so they could be competitive in the PvP. I seem to remember reading they added neutral gear in later, but by that point I had lost interest in the game.
 

Headsprouter

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Melon Hunter said:
That's an awesome profile picture, by the way. Love the game boy sprite style of it.

Maybe this doesn't totally fit with the thread topic, but some of the classes in Rogue Legacy really sucked.

I finished the main portion of the game today, and it was great, except choosing a low health class just gets you killed. Yes, there are some very powerful spells, the best for damage being the spinning fire thing, but to justify picking a mage, you need to make use of that damage capability, which means you should charge at and dance around your opponents, which tends to get you hit more often than not.

And yes, you could pick long range spells, like the chakram and dagger, but there's still countless projectiles flying at you, so those aren't great either.

Conclusion: Pick a Barbarian/Paladin, and live longer. It means you come back with more gold, which means you get more upgrades, which will raise your base stats, which will have your warrior classes remaining better it terms of health and sword damage than your magic users. Rogue legacy is just a game where it's better to live longer than to dish out more pain.
 

jamail77

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votemarvel said:
The Batman Arkham games do it to an extent.

You are encouraged to avoid conflict, take people out from the shadows etc. Then the game throws you into massive unavoidable brawls.
I wouldn't say they penalize you. Now, I know you said "to an extent", but that would imply they don't do it on as large a scale or something along those lines rather than just locking you off to certain gameplay tactics. The thing is the Arkham games have clear stealth gameplay and clear pure combat gameplay versus focus on one and a vague semblance of another like other similar games might have.

The reason Asylum is often voted as a favorite of the franchise is because the atmosphere, seeming dominance of stealth areas, and lack of relative gameplay versatility in pure combat over the sequel and prequel made it feel like more of a stealth game. It also helped that Arkham's stealth approach is JUST fresh enough to stick in people's minds over the combat system, which while fun and somewhat fresh in its own right still feels more familiar in relation to other games over the stealth gameplay, if you ask me anyway. Clearly, pure combat existed and it was showcased plenty, but for people who lean towards preferring stealth they like being reminded that they're stealthing, not fighting.

Arkham City, in going open world and expanding gameplay versatility (mostly pure combat wise) with less of the creepy atmosphere, was too much of a reminder that, yes, pure combat exists in the Arkham franchise.

The thing about the franchise is the only situations you can stealth AND/OR fight normally, for the most part, are in the open areas of the overall world map. If you're in a building or, even, sometimes, in a part of the larger world map that was scripted a certain way to make the other gameplay option impractical, the game locks you off. Gargoyles, small enclosed area? Stealth. Though you can still punch your way through if you hide fast enough afterwards, at least. I did that sometimes when I felt like mixing it up or wanted to see if it would help shave off some of my time. It was part of what I called my...aggressive stealth strategy. Anyway, go through a door or see a clear sign you're going to get ambushed or something along those lines? You have to fight. They're aware of you, so stealth is not an option.

I don't think any of the games actively encouraged you to do what you're saying. There's no rewards for approaching otherwise, no signs. It's not as extreme as I think the games that were intended for this thread. The closest thing the games do is constrict your gameplay options depending on environment and maybe an occasional suggestion from Batman or a side character that you should approach the people in the next room a certain way. I wouldn't say there is any active encouragement especially considering in the very first game, after the interactive intro, the first thing you do is, not stealth, but punch goons. For it to encourage avoidance of conflict, I don't think it would make you start off brawling right at the start.

Sorry for the nitpicking and the rambling. I couldn't help myself. I love the Arkham games and got a lot to say about them.

Happyninja42 said:
Unkillable Cat said:
RPG's tend to punish you for playing the evil routes. Its not quite as bad as it once was but the options can be along the lines of:

You have rescued the baby, do you?
Ensure the babies home environment is a beacon of virtue and return him to his family - receive a reward (good)
Give the child back, hint that you may want a bigger payment - Better reward sometimes (neutral)
EAT THE BABY - no reward (evil)
Oh come on, there's a reward for eating the baby, you got a free meal! xD
That reminds me when I used to play KOTOR. More often than not, to get light side points, you had to get all morally high and mighty and say how it's not about the reward, but about your noble Jediness encouraging you to help people. Sometimes, if you didn't object to the reward, accepted it passively, you'd still get light side points for just helping someone out, but more often than not that was a neutral option that got you nothing besides the XP you got for beating off attackers or whatever it was you just did. And, of course, the evil option just involved being really insulting or physically aggressive, often from the start, though sometimes you could offer to do something good and then be evil about it and come back and brag about your evilness like your example. But, god forbid you "kick the dog" when interacting with NPCs not important to the main story. I mean, sure, you could kill them once in a while or brag to one about how you doomed her treasured robot companion to a terrible demise, a robot companion who was the last reminder of her husband and his tragic death, but we all know kicking the dog is much worse. The dead baby contributed to your physical health and those NPCs probably had those things coming. But, the dog!?!?!
 

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Rainbow_Dashtruction said:
Having looked on youtube, the fights now support other rooms and makes stealth even easier against the first boss, as well as making the second and third boss fights way more complex, although the third fight is practically the same, it just now has a turret in the alt room and a gun in case you don't have lethal weapons on you. Mainly because if you lost your augments in that fight and didn't have a lethal gun at that point, you were literally screwed completely. You couldn't win the fight and had to restart the game. Honestly I don't see why you wouldn't have a lethal gun, even if its a silenced pistol, possibly with armour piercing, because you never know when you might need it, but I guess these are the people who save scum so I guess it matters less to have a backup weapon.
Up until the first boss, I never carried lethal weapons on me, I just threw them away, because I bought it on release day and after finding out about the non lethal route, I never thought I'd be forced to kill bosses.