Most disappointed sequel?

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doomed89

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May 5, 2009
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If we are talking about ones we actually bought Dark Soul's is the sequel I was most disappointed in. It's a good game and all but it didn't have the balance and wasn't as refined as demon souls from unbalanced weapon types, to the stats system being so bad they had to patch it and still isn't as good to the humanity system being so useless, to waiting till you are almost done the game to give you the ability to do normal invasions and no auto-revives and less incentive to revive so the online is less active, not even mentioning the backstab lag and gravelord covenant being broken.

If we are talking about ones so bad I didn't buy Dragon Age 2 for sure, that game sucked from what I could tell of the demo and reviews.
 

IrateDonnie

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Apr 1, 2010
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DishonoredElderSouls said:
BioShock Infinite was definitely the most disappointing sequel I've ever played. It completely removed the rich ecology found in the first BioShock with the Big Daddy/Splicer/Security system. There were no truly large areas and basically no room for exploration. Holding only two weapons was literally a downgrade in every way without any sort of upside or advantage to it, mainly because it's faux strategy as opposed to being able to have multiple weapons, but more limited ammo.

All emergent gameplay was gone. The only Vigor that caused any sort of unusual scenario was the Possession Vigor, and even that was completely scripted and made obvious to the player. All Vigors were straightforward and served a single purpose, and there was basically no point in being creative with any of them.

Removed are the physics and ragdolls from the previous games, as well as the intense atmosphere. There was almost no character progression to be had, with Vigor and weapon upgrades being made through the use of money, which can be found everywhere and is literally tossed to you without any effort. Not once did I ever feel like I had to overcome a challenge as great as beating a Big Daddy, or make wise decisions as to how I progressed. There was no strategy or thought required to progress through Columbia, unlike in Rapture, where clever thinking and planning ahead were the best courses of action.

Now, instead of hacking, all you need to do is simply press square and have all of the work done for you. Want a turret? There. Security drone? Done. Health packs? Just ask. Not once did it ever feel like I had to be dependent on my environment to succeed, Elizabeth just gave me everything.

Because hacking and all of this emergent gameplay was removed, the special upgrades you can receive are now completely restricted to the jaunty, obnoxious, over-the-top combat. Only a small handful of them are even useful, the rest of them coming into play when on the extremely rare and boring Skylines, or when performing some ridiculously uncommon action.

Not once was there ever a level as massive, unscripted, creative, and exciting as the fifteen-minute demo featuring the horse tranquilization and the blimp battle. It feels as if Ken Levine looked at that gameplay and said, "Wow, okay, yeah, that was hands down the most freaking awesome gameplay I have ever seen in my life. Alright people, it is our foremost duty to make sure nothing like that ever happens in BioShock Infinite."

Instead of soaring through the air and feeling like I was truly exploring a sky city, I was mostly stuck to corridors and outdoor areas that surrounded me with big, ugly buildings. Why on Earth, Irrational? You excite me with this idea, and then only feature it a handful of times.

Admittedly, I thought Infinite's story and voice acting were completely serviceable. Booker and Elizabeth's growing friendship was a huge highlight of the game for me, even though the ending could have been completely different if Booker had simply stopped to think for a moment. Here's a clue so as to avoid spoilers: Lutece as an infant.

However, another huge disappointment was the fact that the Voxophones were recorded by all of five or six people, sticking almost exclusively to Lutece and Comstock for the entirety of the game. How could this game that's got a huge budget and is supposed to be all about this incredible city only hire a few voice actors to work on these audio recordings? I really wanted to dive into Infinite's citizens and see what their experiences were like throughout the game. Rapture was so incredibly rich and detailed because it went into such depth accounting the tales of dozens of different citizens' experiences in the days and months before the city's fall. Instead, I'm pretty much told what the city is like, and then just expected to run around and shoot my way through it.

This will probably be the most unpopular opinion on the thread, but being a huge fan of the first two BioShock games and having played each of them at least ten times (the first game more around 20), and having waited eagerly for this game since its announcement, I realized right from the start that it was a terribly designed game. Its popularity most likely stems from the fact that it's a standard shooter game that manages to have a good story, colours, and a setting other than the Middle East or Russia.
I agree with everything you just said. The reveal at the end was just a stupid way of covering all the plot holes in my opinion. The tears really bugged me for some reason, it made the game way more confusing than it needed to be.
 

Bonk4licious

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Jul 5, 2013
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Soopy said:
Glongpre said:
Mass Effect 2
I was so mad at bioware, ruined the trilogy for me. Took a cautious approach to me3 and I am glad I didn't buy it.

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Exactly the same for me.

Mass Effect 1 was awesome, absolutely loved it. I actually enjoyed the combat and the story arch really drew me in. Then they pissed in my face in just about everyway with #2. Never even bought #3 and don't plan to. Which is a pitty, I was really interested in the Prothean facet.
Interesting, most people I talk to hated the first game's combat when 2 came out, and now they complain about the first one since it isn't as fluid as 2 and 3. I happened to still love 2, but I feel they shoved the personal relationships of Commander Shepard down my throat more than they did stick to the galactic political drama of the first game, which is what totally sold me on the series at first. But 3 was so bad it halts all of my playthroughs of the "series," the writing went downhill and I stopped feeling connected to any of my characters. The coop is a blast, though, and it makes the 10 bucks I payed for it very worthwhile with my friends, I just hate that this is what it's come to.
 

Diablo1099_v1legacy

Doom needs Yoghurt, Badly
Dec 12, 2009
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Raika said:
Street Fighter IV features the "Revenge Gauge", a meter that fuels the most powerful attacks in the game and which can only be filled by taking damage. Players with low health, by night known as losing, gain a massive damage boost to these attacks which are already more damaging than anything else in the game to begin with. It rewards you for getting your ass kicked.
So you don't like a Comeback Mechanic?
The Ultras were put in as a means to help even the playing field and promote more down to the wire fights.
Forget new players or scrubs, this is used even at high levels and makes the metagame a lot more interesting when the losing party has a chance to fight back.

Besides, if you are really good at combos, this becomes a non-issue as if they have a Full Ultra, then the next combo you land with most likely kill them.

Mortal Kombat's super meter builds fastest when player characters are damaged, thus encouraging them to be struck. Being struck is how you lose in a fighting game.
You swear as if people win the game with meter alone, sure the only thing that people really use in that game is the Combo Breaker (2 bars).
"Oh, I know how to win at this game! I'll take damage to build my meter in order to use a Combo Breaker to avoid taking damage from combos!"

Again, a Comeback Mechanic and a way to make fights less one sided.

Tekken 6's "Rage Mode" gives an enormous damage boost to players whose health is low.
...I'm starting to think you don't like Comeback Mechanics :/
Rage is triggered at, what? 10% health left? you could sneeze at someone in Rage Mode and they'd die.
Just means you can't let your guard down is all.

Marvel vs. Capcom 3 features "X-Factor", a mechanic which can cancel any attack and grants a damage boost that increases if members of your team have died. Ergo, the worse someone's doing in the game, the more powerful X-Factor becomes. This mechanic requires no skill, timing, or thought to use.
...This is just fucking BS.
No Skill? No Timing? No Thought? What game are you playing!? It's not an instant win button, even in X-factor, one touch is enough to kill most players provided you know your combos.
Also, it's used to cancel an attack, as you said, so it's a powerful tool on EITHER side in combos.
 

Raika

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Jul 31, 2011
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Diablo1099 said:
...I'm starting to think you don't like Comeback Mechanics :/
Well, golly gee willickers, whatever gave you that idea?

Comeback mechanics are worthless. Period. They serve no purpose except to dumb down the game for people who started playing video games with Wii Sports.

By the way, Wii Sports has a higher skill barrier than Marvel vs. Capcom 3 does. It doesn't put bumper rails on the alley in the bowling game if you roll nine straight gutters.
 

Diablo1099_v1legacy

Doom needs Yoghurt, Badly
Dec 12, 2009
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Raika said:
Well, golly gee willickers, whatever gave you that idea?
The General disdain for them, really.

Comeback mechanics are worthless. Period. They serve no purpose except to dumb down the game for people who started playing video games with Wii Sports.
Or they are a neat addition to the Meta of Fighting Games that make them more enjoyable to both play and watch as well as bridge the gap from Vets to Newbies?
Lord forbid if someone wants to have fun in a Fighting Game...

By the way, Wii Sports has a higher skill barrier than Marvel vs. Capcom 3 does. It doesn't put bumper rails on the alley in the bowling game if you roll nine straight gutters.
...What game...are you playing?...
X-Factor makes the game easier then Wii Sports? Really?
 

Evonisia

Your sinner, in secret
Jun 24, 2013
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I think I'd say Halo: Reach. Yes I know it's a prequel but it's a sequel in all but name to the instalment it followed (Halo 3), but I'm talking more about it's expansion Halo 3: ODST. ODST had a lot going for it with an interesting plot to say the least, tried changing the formula (even if it only did it slightly) and even had it's own mini-campaign within it which you discovered by collecting audio logs. It was also atmospheric and it didn't tend to bore me.

Halo: Reach tried to do the same things as ODST in it's own way and massively failed on them. Characters were boring, the gameplay additions proved arbitrary or just plain idiotic to consider using, the Firefight system was smashed into bits, story was cliché at best and the ending lead to useless speculation. Also, following the trend of most 2010 games I've played, I haven't bothered replaying it because I lack the motivation. It was massively disappointing with it's only two positive moments are when it seems like the better Halos that had come before and despite it's flaws felt like a worthy "ending" the series Bungie had worked so hard on.
 

Kurtoise

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Jun 29, 2013
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Pokemon Black/White 2. Another lazy move on Nintendo's part, but unlike a lot of their sequels, B/W 2 was missing most of the things that made the original so great - the character development and growth, a team of "villains" with interesting beliefs and realistic methods of attack, etc. This effectively killed the series for me and I'm will not be buying X/Y.
 

xshadowscreamx

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Dec 21, 2011
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resistance 2, what happened, why? 2 weapon limit? no story coop?.... at least i heard the R3 fixes all the mistakes.