Xprimentyl said:
The Burnout franchise was wildly popular on the Original Xbox, so when Revenge hit the scene as the first iteration of a next generation of hardware, it was glorious. The explosions looked so much better and violent, the speed felt faster, the engine revs sounded more threatening; it was glorious. So when they announced Burnout Paradise, the bar was severely high, but attainable seeing as they?d been getting consistently better. But what they do? REMOVED explosions and Crash Junctions, arguably the franchise?s calling card feature and game type respectively. I will never understand who thought that was a good idea, removing the things that?d literally made the franchise what it had become to that point. What?s worse was their addition of the open world! A point-to-point racing game played at speeds of +100mph with explosions without set tracks made the race feature (y?know, all that was basically left of the game) a largely frustrating and stressful affair. Yahtzee?s review nailed it; you spent the entire time racing looking at the minimap, and that?s not conducive to, well, RACING. We have laws about cell phone use while driving at legal speeds, and GPS isn?t exempt.
I'm with you there man. After completing Burnout Paradise and doing everything, I never wanted to play it again. I refuse to buy it for next-gen or the older generation consoles. To me the series reached its peak with Revenge.
Sengoku 3. A lot of people say this is a great beat em up and while I do agree, there are several design choices that don't sit well with me. Unlike a lot of 2D Brawlers from that era, despite the combo system you can't cancel out of your own move. Not to mention that enemies are really overpowered and the fact that sometimes every enemy type can block your attack is frustrating when you're trying to land a great combo. It's better than its other two games, but there are still a
Brawlers better than the third game in the series. And I hate that one freaking Samurai that always does is overpower charge attack. It has way too much range and can pretty much knock you out of your jump attacks. I will give it this, it was one of the first Brawler's to have a light and heavy attack before games like Dynasty Warriors, the Ninja Gaiden reboot, a God of War brought them to the table. So kudos to SNK on that one.
I always hated the final levels in motion Obi games. Whose idea was it to have a bunch of freaking mazes. Revenge of Shinobi, GG Shinobi, and even Shinobi 3 (though nowhere near as bad) all suffered from this. It does nothing but pad the game. The game itself is already challenging, there's no need to add in a confusing maze nobody asked for. What the fuck was Sega thinking. Oh and sword draining Health mechanic from the PS2 Shinobi can go fuck itself.
The motion controls in Donkey Kong Returns. This was definitely a mechanic nobody was asking for, and that platforming itself is really frustrating and not that fun. And before you say buy the 3DS version, I shouldn't have to buy another version of the game that fixes the problem. Nintendo just had to force motion controls on the original version. Which doesn't make sense as most of their other games had classic control or GameCube controller support why not a platforming game. I am so glad they're out of that phase of forcing most controls on almost every single game. Tropical Freeze fixed every single problem I had with Returns and I am more than happy to we buy it on the switch.
Any game that forces loot boxes, day one DLC or season passes, or high price DLC characters in fighting games. They all suck and should be banned from gaming. Looking at you Capcom and Arc System works. It ain't about player choice.
Koei Tecmo use of asset flipping. Jim Sterling pointed this out and it's ridiculous how often KT got away with this. You guys ain't hurting for cash, it's just straight up laziness; especially with all of your DLC practices.