Well, there are some challenges which are challenges to others and not me, while other things are easier for others but can irritate me to no end. Such is life. I operate differently. For instance...
God of War, the Hades blade-wall. Bain of numerous players because it cut you and made you fall so had to start all over, a wall of rotating knives in a pattern which was officially apologized for. This...was not so challenging when I came to it. I'm rather good with patterns and mazes. Comes naturally. Not so frustrating.
What I do not like is anything escorty, protecty, or with a time limit. Why? Because it depends on a variable I can't control. It means that I cannot set the pace or the mood, that I have to be the dog on a leach with my Battle Royale collar ready to explode and I suddenly have to look after excess baggage I never wanted. Here, I'll cite an example for each one.
Escort - I don't care if it WAS Steve Blum, I didn't like having to watch over him in Rage, because he's health that I cannot replenish and actions I cannot always predict in a hostile environment environment that will try to kill him first even though I'm better arms. At least while he was working the lock, things were fine, on account of having that fixed cannon over the courtyard when they were dropping in soldiers and stuff..
Protect - So, in Destroy All Humans 2, you have actually have missions of protection, escort, and more. The LAST protection mission in Japan is to keep a hippie commune safe from...everything. Let's see... Police, JSDF, both Yakuza gangs, KGB, and the black ninjas (over that 'Darkvoodle' thing). It has to be done for a certain time or you fail. For this particular mission, I abused the AI line-of-sight/reaction programming by knocking them on their asses and blocking their cars from arriving on the scene while making them all dance and secretly bringing alert levels down. These actions made them FORGET about the mission. Most protect missions DO NOT do this well.
Time Limit - Let's go back to Flashback. Do you remember when you're trying to stabilize a generator in a city? No? Ah, maybe you didn't play. Well, you're suppose to stabilize a generator, and it'll explode if you don't, and there's a time limit...which still runs down when you're on a pausing status screen to cycle items. I know talking isn't a free action in an adventure game like that (though, actually it IS), but do we really need this? There's already a number of instant-death obstacles along the way if nothing else. The end of the game where a PLANET is about to go up isn't timed, and that's like a Metroid standard.