to the point where you curse out whoever was so asinine to think that programming this into the game would be a good idea.To the point where you think "if I ever run into him/her I'm gonna punch him/her for being so stupid".
For me it would be the handling of the motorbikes in GTA IV,the lack of a checkpoint system in GTA IV and the final mission for GTA IV.Not only is it really difficult to properly control your motorbike but you're usually forced to use these when you're supposed to chase someone and even the slightest nudge will send Niko falling from the bike.I can deal with the realistic physics for the cars but every time I'm forced to use one of those motorbikes I have to prepare for frustration.
The beginning of the final mission isn't bad and I enjoy the part where you get to the hideout and start shooting and the end where you're on liberty island.It's the fucking chase sequence whether you're doing the chasing from the boat or the bike.I don't know if it's the waves or what but it took me forever to get under the helicopter in time and the bike variation is even more of a bitch,especially when you're getting closer to the ramp.You cannot afford one mistake,if you don't hurry then Roman and Jacob will leave your ass behind but if you hit something even as small as a cone or hit a bump then you'll go flying trying to pick up your bike in time or falling into the ocean ruining the bike and failing the mission as Roman and Jacob leave your ass behind.
What makes this mission even more frustrating is that the game has no checkpoint system so if you fail then you have to go all the way back to the point where you get to the hideout but the game doesn't leave you with the amount of health,armor or ammo that you started with.There is no room for error in this mission and if you make even the tiniest one then Rockstar just says fuck you,fuck you for making a mistake.Now start it over again...and this time do it right!
mechanics,designs,controls,missions etc. that frustrate you
Crackdown.
1 rocket, 2 rockets, 3 rockets, blow up, fall for a lifetime, miss 20 agility orbs on the way down, hit the ground, get up, die.
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCKING SHIT CRACKDOWN.
i dont remember anything in a video game that frustrated me.... recently i remember i was hunting bears in red dead redemption and i just got at least 20 boar meat and hide. 2 bears began chasing me and for some strange reason my horse got stuck between a tree or something cause of a glitch and with 1 swipe the bear just killed my horse and before i could get up it killed me. ya that wasnt really frustrating cause hunting the boars and bears again was fun so i didnt mind
I hate escort missions. It doesn't matter what type of game it is or the context of the mission, I just fucking hate doing them.
I should never have to press a button to pick up ammo for a gun I'm holding. I know it sounds like a small thing but games that allow you to just walk over ammo to pick it up allow you to spend more time doing fun stuff instead of looking around an area you've already finished mindlessly mashing a button.
In Borderlands anytime I'm trying to aim at someone and I finally have them in my sites, one of those hovering boxes that tells you an item's stats pops up right in front of my face and I can't see anything.
There's way too many examples for me to list. I get really annoyed with small inconveniences in gameplay that seem easily fixable. Like, every decision made in Fifa 10 for example. And in Enslaved, a lot about the combat like how the roll doesn't go far enough, or how you get stuck in fighting pose for no reason, or how enemy reactions were never guaranteed. Also how in Uncharted 2, many time there's no indication of whether Nathan can/should jump somewhere (not when he's climbing, just running) or how the game allows you to drop off a grip when there's nothing below you. Also unskippable cutscenes. What the fuck is up with them. Or when they checkpoint you before a cutscene. What the hell is up with that?
Yea, for some reason those little things I perceive as errors really bother me. Mostly because they result in me losing, which completely takes me out of the experience. I've always though, in a weird way, no story drive game should allow the player to die without actually having that change the story. Because for games that aren't dependent on the player mastering a skill to improve performance (like an arcade game), there's really no reason to have failure.
I hate having to travel during a mission in open world games. They don't have to make it the only option, but I wish I could be teleported to the next mission point. Unless there's a cutscene or scripted event waiting for me when I'm one, I'd rather just appear at the next mission point rather than the Fallout thing of first having to exit out of whatever maze dungeon I fought through, get a load screen, then fast travel to my location. RPGs can be really bad about making you have to walk through an empty dungeon after killing the boss. A lot of times there's literally nothing to do in the area but the game won't just send you immediately to the exit or cutscene or scripted event.
@HarlequinRiot said:
" I've always though, in a weird way, no story drive game should allow the player to die without actually having that change the story. Because for games that aren't dependent on the player mastering a skill to improve performance (like an arcade game), there's really no reason to have failure. "There's a legion of emo gamers who will kick down your door chanting, "Can't die, why play?" for that last line.
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