Hero in a half shell said:
Halo: Repetitive levels, seriously, the last half of the game was virtually all just backtracking along grey corridors. Especially annoying on that part where the helpful arrows on the floor pointing you in the direction of the control room so you knew you were travelling in the right direction were now pointing in the wrong direction because you were travelling away from the control room
Fuck 'The Library'. It can go straight to hell and never return. I have no clue how such a terrible level made it into a game with otherwise such excellent level design.
OT:
Okami: The opening is far too long and the story-line text scrolls too slowly. The character voices could get grating too, since they're little more than exaggerated grunts.
Batman: Arkham City: Two certain side-quests just ended with no actual resolution as sequel-bait, and a lot of them felt a bit aimless and unimportant in the grand scheme of the game. Also, Batman felt a bit out of character in a lot of the cut-scenes.
Mass Effect Series:
1 has terrible gameplay mechanics,
2 hit the sweet spot between gameplay and story but stumbled from the plot not feeling very urgent,
3 has fun gameplay but a very stripped down dialogue system.
Metal Gear Solid 3: Snake Eater (
Subsistence version, truth be told): Same issues most
MGS games have - extreme amounts of exposition and a highly unbalanced gameplay-to-cut-scene ratio. The Cobra Unit, except for The Boss, also felt a little less fleshed out than Kojima usually writes his enemies.
Sonic Generations: Extremely short, and the nature of the game (a 20-year Anniversary thing) means that the levels don't feel connected in any way. Also, unless you mod the game on PC, there's practically no reason to actually use Super Sonic once you've unlocked him, because the only way for him to move faster than Boosting-Normal-Sonic drains Rings extremely fast and makes him move on a predetermined path.