Least Favorite Features in Video Games

ReepNeep

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ingsoc said:
There are a few things that I could really do without. First, any FPS that features a M249 SAW as a weapon. Nobody gets it right. They are always a "pile of ass and recoil" when in real life, they are far from it. Far Cry probably does the best job I have seen. Black did an outstandingly terrible job with it.
How about shotguns? In the real world 00 Buckshot is instantaneous leaky death at twenty meters and is effective out to around 50. So why is it a beefed up melee weapon in FPS games?

As to the SAW, part of the problem is that games don't take the weight and size of the weapon into account which are it's real limiting factors. Why is an assault rifle a better CQB weapon than a small SMG in spite of the real world difficulty of maneuvering a rifle in small spaces? A game that made a SAW with realistic recoil and accuracy is a game where no one uses anything else that doesn't have a scope.

You just have to deal with the fact that almost no FPS games really strive for realism and that the ones that do aren't much fun (early Rainbow 6) because they have no balance.

As for everyone's hatred of the 'healing factor', I actually like it in sci-fi themed games like halo and gears simply because it can be explained away by the wonders of treknobabble. It does seem very out of place in games like COD, but the fact that it removes emphasis from item control in multiplayer makes it A-OK in my book.

My most hated one would be vehicle sections.
 

ZenMonkey47

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Fixed camera angles. This one's all but stamped out, but Capcom seems to still loves their fixed camera angles.

In 3rd person games when you back up to a wall the camera zooms in on your back filling up 4/5 of the screen.

The fact that Namco holds a copyright for all mini-games during loading screens. Bastard move Namco, bastard move.

Box puzzles. Don't make me break out the cliche.

Minimaps should be manditory

The worst part about most of these things is how relatively easy most of them are to fix. Long cut scene? Let people skip it if they don't want to see it, or allow for a cliff notes version. "Metal gear. Robot that shoots nukes. Go blow it up."
 

rosiethorn

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Camera angle changes mid trying-to-do something. Stop. Now.

Lack of maps.

Vague quest instructions.
 

L.B. Jeffries

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Games that I can only get the proper experience for by playing on max difficulty. I'm thinking of 'Bioshock' in particular. All they had to do was maintain the thing about Big Daddies being hard to kill. I'm very happy with me being hard to kill as well, but they could've kept up that part of the equation.
 

REDPill357

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Checkpoint system - I don't like fighting hordes of ultranationalists to be killed by one strike with a rifle butt, then have to replay the entire segment again. (One Shot, One Kill being the worst offender.)

"Wolverine" health system - The lame excuse to make games more "fast-paced." Because finding health packs that were already in your path breaks up the flow of gameplay. Also, this is the way to make a Halo clone.

Escort missions - Max Payne 2 was the worst offender here. In a game about fast-paced bullet-time fueled action, I have to snipe people? AND make sure that an incompetent AI Max survives when, if I controlled him, could make him survive.

Nerfing shotguns - If I wanted to kill someone at that range, I would have used my knife.
 

max hall

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Backtracking

Jumping puzzles in a shooter

Having to walk for half an hour to find some random-ass dungeon to retrive a worthless item
 

Mike Fang

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There are different irks I have for different types of games. Let's start with MMO's and RPGs.

1. Unrealistic inventory. When the hell does a roll of bandages or a bundle of herbs take up the same amount of space in your backpack as a fucking broadsword? And why do some items stack up for over a dozen items, while others only stack to five?

2. Forced grouping. We've all faced this at one point if we've ever played an MMO; the area that can't even be explored unless you're ridiculously too advanced for it or you spend however much time it takes to get together a group of people to charge in with you. Admittedly MMO's are about teaming up with other players, but this would be more fun if there weren't frequent times when you had to wait until the second coming of Jesus for anyone to show up.

3. Permanently bound items. This varies from game to game; in some it's a boon, in other's in a colossal pain. Some weapons become permanently attached to your character, or "soulbound" as the popular term goes, meaning if you die you won't lose it. This is handy in a game where the penalty for death is dropping things. But in other games you don't lose your equipment, and in those cases you get none of the benefits of soulbinding and all the drawbacks. You can't trade or sell soulbound items to other players. This is especially frustrating in higher levels on MMO's, where all the equipment offered for sale on the ubiquitous "auction house" is priced out the ass because everybody on there is a money grubbing bastard looking to bleed you dry like a swarm of Amazon leeches.

4. Dropping items as a death penalty. Now I'm not entirely against the theory of dropping items as a result of death. Losing certain items makes sense; if you got your appendix torn out by a pack of werewolves, you'd probably drop your sword or shield or whatever you were holding in your hand at the time. But when you start losing parts of your armor, I have to wonder how in God's name you found time to strip naked before going towards the bright light at the end of the tunnel.

5. Breaking Stealth. I frequently play a thief/rogue in any fantasy game, but in MMO's one thing I notice is that you tend to come out of stealth for an absurd number of reasons, like opening a chest, or drinking a potion, or scratching your ass. If when you're in stealth you can walk right in front of an enemy and there's a good chance if you're skilled enough they won't notice you just because you've gone semi-transparent, why all of a sudden do they notice you when you pick a lock? Are they psychically connected to inanimate objects or something? And how about the time-release poisons? You go into stealth and suddenly the poison gives you a jolt, you're visible again in a group of guards who realize it's time to play their favorite game, Ass Rape The Rogue With a Battle Axe.

Now For FPS's...

1. Unrealistic accuracy/inaccuracy. Most decent FPS's will have fairly realistic accuracy for their weapons, but some can't get it right to save their lives, or more specifically yours. You'll cap away at an enemy only ten feet in front of you and only hit them once in an entire clip. I know how real guns handle and the only ones that are that inaccurate are the badly manufactured ones with barrels less than two inches long. Anyone who knows guns will also tell you that a revolver is almost always more accurate than an automatic.

2. Weapon Degredation. This doesn't happen very often in FPS's, I admit, but it does happen a few times, such as in Call of Juarez, an otherwise good game. I realize that the weapon's you're using are getting a lot more use in a short amount of time than they would otherwise, but no genuine gun is going to fall apart in less than 30 minutes of perpetual shooting. I spend more time at the firing range than that, for God's sake, a gun would have to be made out of cardboard to fall apart that quickly!

3. Unfair emphasis on certain weapons. As some have probably figured, I'm a gun enthusiast and own several of my own. I've noticed in a lot of FPS's that involve a variety of weapons (90% of them) if there's a revolver available, you're barely able to carry any ammo for it, such as in Half-Life (my only criticism for an otherwise magnificent game series). This happens, I'm sure, to other weapons in other games. If your character is capable of carrying 8 different kinds of guns and their accompanying ammunition (apparently having some kind of physics-altering pockets on his pants akin to Doctor Who's TARDIS) Why can't he carry a few more rounds for certain players' favorite weapon?

3. Multiplayer. Aside from Team Fortress 2, I'm not a big fan of multiplayer FPS's. Most of them boil down to a bunch of, as Yahtzee once called them, hooting dicks running around making headshots the second they see you either through hacking the game or by playing so frequently they can do it in their sleep while simultaneously saying they "Pwned u n00b" in the game chat (also something they can do in their sleep). From what I've heard and seen, many games today are designed under the assumption that tacking on an arbitrary multiplayer feature excuses making the story mode game ridiculously short.

Up next, survival horror.

1. Wimpy Characters. How many times have we been in this situation playing either Resident Evil or Silent Hill? A monster's coming at you, you raise your gun, they get up to you and hit you, and suddenly your character stops aiming so they can flinch, twinge, or dance around crying like a little *****. It's no fun dying not because you lost a genuine fight to a creature but because your character couldn't stop going through its flinch-o-pain animation (usually them gasping and lurching in one direction like they got shoved by someone on a crowded bus) long enough to listen to your instructions and shoot the fucking abomination. If my leg was getting chewed on by some demon from hell, I wouldn't spend time flailing my arms about it. I'd probably scream to high heaven, but I'd shoot the damn thing.

2. Stiff Movement. As great an improvement over most survival horror games as RE4 was, it and many survival horror games before (and probably those to come) had (and will have) the same problem of characters moving unrealistically to their situation. They'll stand there and let an enemy hit them becaue they have no concept of ducking, dodging, or just generally getting the hell out of the way. Even the option of turning and running is hampered by the fact that they seem determined not to turn and run at the same time, but instead must mince around on the spot like a submissive geisha until they're facing in a direction that doesn't lead to certain death and THEN run.

4. Fixed camera angles. Yahtzee's talked about this one before, and it still holds to many games that deal with the third person. So many of them have to stick a camera at what is supposed to be a cinema-esque angle but all it really does is give us a bad view of whatever the hell is pull our intestines out through our noses.

Also, a couple non-genre-specific quibbles I have.

1. Speedy timers. It's a pain in the ass when a game is designed with a ton of content in it but you can get to all of it because the game puts you on a schedule tighter than Michael Moore's speedo after he's hit the buffet. Dead Rising is notorious for this, especially if you don't want to have to restart the game five times so you'll have all the available abilities and the largest possible life bar.

2. Stupid AI. Another Dead Rising issue as well as for any game with innocent bystanders. Exactly what sensible person is going to dance around in front of you when you're in the middle of attacking whatever ugly bastards are trying to take over the world? It makes you wonder if they're secretly working for the bad guys and acting as their meat shields.

Well I guess that's it. Heh, sorry if it's too long for a first time post.
 

RazorShard

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propertyofcobra said:
...What the FUCK is wrong with a goddamned healthbar, you FUCKING TITS?! I LIKE KNOWING HOW CLOSE I AM TO DEATH! I LIKE NOT BEING FUCKING WOLVERINE! WALKING OVER MEDKITS IS MORE REALISTIC THAN SITTING IN A CORNER AND MAGICALLY HEALING.
God... I hate this in games. So very much. Walking over medkits really IS more realistic than sitting in a corner and waiting to get better when shot repeatedly.

In real life, use of medical equipment means you're likely to get better. Heavy use of amphetamines and painkillers even means you can get right back in the battle (but it'll probably off you afterwards, but that's beside the point).
In real life, the fucking super-idiotic dickhead who sits and waits for the bleeding to stop BLEEDS TO FUCKING DEATH. That's what happens. So how come every single goddamned superpowered FPS space marine-y character always has this fucking wolverine healing factor?
You do make a valid point. But I must say the concept doesn't bother me much. In fact, I do appreciate it, because it eliminates all that annoying backtracking and medpack hunting you often need to do in FPS. (Though you still have to do the occasional ammo hunting and backtracking).
I can't really defend it in modern-day or WW2 shooters, but in games like Halo it isn't the health of Master Chief that's regenerating, it his Mjolnir armor's energy shields.
Besides, in a sci-fi setting it isn't so far fetched that technology could be used to regenerate health, say by having medical nanorobots released into the bloodstream that would heal any injury to the host.
And of course similar explanations could be deviced for fantasy- or supernatural themed games.

I really hate it when there's no Quicksave function. If the Autosave function is well made it might not be a big problem. But when it isn't, well...I really do hate having to re-play a long f**king sequence just to get killed by the boss yet another time and then have to go back to the last savepoint again. A particularily annoying section in Far Cry comes to mind where you had to pull a lever, wait for the water in the room to rise, swim up a shaft and then fight a missilelauncher-wielding trigen in a narrow corridor. And if you survived him - which wasn't very easy because there was barely room to dodge his rockets - the next room had two or three trigen monkeys that jumped you (they're quick and tough little buggers that can deplete your health before you can say "mutated monkeys"). I don't know how many times I pulled that goddamned lever and waited for the water to rise... Thankfully, the Autosave points in Crysis were a lot more carefully placed.

Which leads to another annoying thing that really annoys me. Uneven difficulty. Or, to be more precise, a game difficulty that is a walk in the park until you come to a section (usually the end boss) where it suddenly jumps to a level where you're dead within seconds unless you can time your moves with microsecond accuracy. Cold Fear and Beyond Good & Evil are two games that I haven't finished yet because of this annoying "feature".

Lastly, another thing that annoys me is a variant of the "too weak grenades" problem. I'm thinking of those games where all logic says that the effect of a spell or weapon should utterly eradicate an enemy, but all that happens is that they shrug it off with barely a scratch. Fight sequences from Final Fantasy comes to mind. When attacking, you're treated with an animation of your character summoning an moon-sized fire-blazing meteor that hurtles through galaxies faster than the speed of light to finally concentrate all it's mass and superheated destructive power at the head of an enemy. And at best, the enemy says "ugh!" and staggers a bit. WHAT THE HELL?!? He should be friggin' squashed like a ripe blueberry AND roasted to fine white ashes. But NOOOO, he just loose a few HP's and looks a bit annoyed at best.
 

Dalisclock

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REDPill357 said:
Escort missions - Max Payne 2 was the worst offender here. In a game about fast-paced bullet-time fueled action, I have to snipe people? AND make sure that an incompetent AI Max survives when, if I controlled him, could make him survive.
Nah, there are worse Escort missions.

And Hell, Doing the sniper thing with Max wasn't even the hardest/most annoying one in the game. It was escorting Vinnie in the Giant Captain Baseball Bat Suit stuffed with explosives past the cleaners. And I didn't like Vinnie to begin with.
 

Strafe Mcgee

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neems said:
Reverend, do you mean Quicksaves? Autosave is when the computer does it at a set point. If so, then I (mostly) agree.

My pet peeve, as a dedicated pc gamer -

Games that insist on installing to a publisher's folder. I do not care if Ubisoft, EA or Egotrip 2k made my game. Given that I normally try to have only a few game shortcuts on my desktop, I would like to be able to find a given game without racking my brain trying to remember who released the fucking thing.

Normally I would 'custom install: for advanced users only' because I am indeed so very computer literate that I can find another folder, rename an existing one, or even use a different hard drive. But sometimes I can't be arsed.

Many moons ago, there was a time when I had three different Ubisoft folders, because UBI apparently couldn't decide on how it was going to name it's own folders.

Rant over.
Seconded. I hate it when games developers just decide where stuff is going to get installed to on my computer. I try to keep it organised and have everything in my My Documents folder, but then games start adding new subsections and folders that I don't want there. It drives me batshit.

I really don't mind regenerative health systems as long as it adds to the gameplay. A regenerative system in Gears Of War is appropriate because of the reliance on cover. You're supposed to be hiding and taking advantage of your terrain and so it makes sense that hiding in cover regenerates your health, from a gameplay point of view at least. Halo or Turok on the other hand really DON'T need regenerative health systems and so really annoy me.

I'd like to add RPGs that don't store all relevant information in a journal that you can access whenever you want (Fallout, I'm looking at you...). This is just ridiculous. You leave the game and a journal tells you that you need to go and rescue a caravan. Where is this caravan? Is it dangerous? Who do I need to talk to in order to find it? Lost information that could so easily be stored on screen... Such a stupid mistake.
 

Copter400

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J-RPG's aren't getting enough gyp, it appears. So...

When was the last time anyone can say they played a truly original Japanese RPG? The answer: The first one you ever played. Everything afterwards is a repeat of the first.
 

DougCL

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in an RPG: i love it when a completely capable NPC needs my ass to go pick up some of his shit from his equally capable buddy across the village. i mean, i know im this hero who exists solely to protect the common man and his way of life, but shouldn't i be off killing something? this surfboard sized sword isn't for nothing.

in an FPS: team members. after 5 minutes of gameplay, its usually blatantly obvious that im some sort of inhuman killing machine. why praytell am i charged with the duty to direct these useless, but seemingly invincible rookies through hell and back? and the fact that they dont die makes me wonder even more why they need me at all.

in an RTS: when your shit is getting fucked up by those tanks of the opposite color, and your slaves are standing around holding their dicks. why do i need to select them and tell them to FIX MY SHIT?! if i was them, i would probably be thinking "hey, that building, over there, that one that spits out soldiers, is ON FUCKING FIRE. maybe i should fix it." not "hey i hope the boss handles all this on his own soon."

and another thing, why is it that all my guns wave around in my hands like im laying on a friggin waterbed? ive held a gun before, and i can usually keep the killin end in pretty much the same spot. id like to hope that the people who do that for a living could do the same.

and audio tutorials. "pull the right trigger to fire your gun" oh no shit?

and overly shiny environments and bloom. why? seriously. must everything look like its coated in gasoline?
 

SpaceGandhi

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Easily my most hated feature in any game is the obligatory "Stealth Level" in the non-stealth game. These atrocities are becoming more and more a thing of the past, but every once and a while one will pop up and the game has just lost about 4 5/6 cool points.

Another quickie that pops to mind I really only have a problem with in the game No More Heroes for Wii. The open-world map in NMH is so bad I haven't played the game since my first time trying it out. I really dug the quirky style and dialog in this game but the open-world aspect is so bad I can't bring myself to pop it back in. If they would have just made the game with a traditional level system I not only would have beaten this game by now it would probably have garnered gratuitous amounts of praise from myself and several other friends that feel the same way.
 

ZenMonkey47

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Copter400 said:
J-RPG's aren't getting enough gyp, it appears. So...

When was the last time anyone can say they played a truly original Japanese RPG? The answer: The first one you ever played. Everything afterwards is a repeat of the first.
Actually, the answer to the question "when was the last time anyone can say they played a truly original Japanese RPG" is "about the same time someone played an original FPS"

Stop me if you've heard this one. A five-o'clock shadow toting badass takes on demons/aliens using a pistol, shotgun, assault rifle and other.
 

AlphaWolf13

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Protagonist said:
Can I add something else? Fragmentation grenades that have the damage of a fire cracker. Cod 4 is the only really recent shooter I've played thats gotten it right. Halo 1-2-3 and CSS, and several other I don't care to name have weak nades. Why does a bullet to the leg do more damage then a hail of sharp metal objects hitting you in the chest and face?
Games that include one-hit killing grenades WHILE adding thousands upon thousands of ways to acquire those nades. Thus creating a frenzy of never-ending explosion based deaths.

That's looking at CoD4... I literally stopped playing online matches after a certain level, because 95% of my deaths were from the things -_-.

Oh, the other 5% were from p90s. </3 for CoD4 online anymore. :(
 

ToothlessRebel

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Lack of local multiplayer. I have real friends, in the same room, but we can't play a game together on my Xbox 360 because that would require being online. Why did I even buy four controllers?
 

Jumplion

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This is everything that pisses me off that's already been said before;

1. Unskipable cutscenes: you watch it, right before a boss battle, you die from the battle, you have to watch it all over again. It's pretty annoying.

2. Difficulty differences: the only difference in the CoD4 difficulties Hard and Veteran is that i could take less hits, and the enemy always seems to hit me and/or they just shoot ONCE and i'm dead.

3. Audio tutorials: I can read the layout of the controller, i'm not an idiot.

4. Bloom and overly shiny backgrounds: It doesn't really help when i'm shooting a guy behind a shiny car windshield

5. Escort Missions with retarted AI: I'm over HERE you damn survivor!

6. Escort Misisons in general: Do i really have to save this whiny bastard?

7. Checkpoints that are too far apart: this happend alot in "Rainbow 6: Vegas" when i'm just 10m away from the next checkpoint, but some cheeky terrorist shoots me with a shootgun and i start ALL over.

8. Fixed Cameras: It really depends on how the camera is placed, but when i can't see the platform i'm supposed to jump on, which is 3 ft away, we have a problem

9. Vauge quest intructions: How am i supposed to gather 12 feathers of a gorble bird if i have no idea what the hell is is and/or don't know where to find it and/or don't even know if the quest is for my level type?

10. Auto-Aim that doesn't really help: Sometimes auto-aim is good but it's really annoying when the auto-aim aims at the wrong guy.

11. Allys that won't move unless you press forward: I'm looking at you "Call of Duty 4"

12. Boss fights that take way too long: It's not really a challenge if the final boss has 15x your ownhealth, 8x your own power, and can hit you 4x your hit radius; it's just a pain in the ass.

Well, that's the end of my complaints.

EDIT:

13. Unnecasary quick-time events: as referanced to the "Uncharted" review, i can understand some quick-time events, such as when you're doing a melee combo on an enemy to kill him, but you think you're safe only to be bombarded with flashing button icons and most likly die when you arn't quick enough and have to do it all over again.
 

Ellisia

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Worst thing about MMORPG's.... Other people.

I just wish someone would release a single player game with all the quests, crafting, classes etc etc etc.

Then I wouldn't have to be nice to people and wait for the servers every week.