Metroid Zero Mission"Hey, you know all those great weapons/powers/upgrades/spells/etc you've been aquiring, building up and using up to this point in the game? Yeah, I'm going to take away/lock away all these while you do a 20 minute enforced stealth section." (Bonus negative points if the game hasn't had a stealth section upto that point in the game)
Has this ever been fun?
Double input commands. For example (in a modern BF game) defibrillators could be used to to represent one button each, push A and B simultaneously to sync a revive. (Maybe to complex for a modern audience)Controllers only have so many physical buttons you can bind actions to. :(
Or our game has too many actions to begin with.
Double input commands. For example (in a modern BF game) defibrillators could be used to to represent one button each, push A and B simultaneously to sync a revive. (Maybe to complex for a modern audience)
So, I've been playing Xenoblade Chronicles 2 for a few days now and I just can't understand why there is no menu item to review the tutorial hints whatsoever. I'm 10 hours in and the game keeps throwing mechanics at me like there's no tomorrow and there's no way to read them all again. Worse, I found out that some shops sell "hints" and I bought one for fucking 1000G just to realize it's a "tooltip" kind of thing and not actually a comprehensive explanation.
Suffice to say, to get the grasp of the game's mechanics, seeking for online tutorials is almost a requirement.
Then you run into accessibility issues. More people are uncomfortable holding two buttons rather than one.
I'll never understand level scalling in RPGs. Like, I understand it's to keep the challenge stable through the whole game, but what's the point of leveling at that point? If I want to "train" my character in this specific point in the game, it will be rendered useless in the next area I go.
One of the many reasons why the only thing I cherish from that game is the music.So, I've been playing Xenoblade Chronicles 2 for a few days now and I just can't understand why there is no menu item to review the tutorial hints whatsoever. I'm 10 hours in and the game keeps throwing mechanics at me like there's no tomorrow and there's no way to read them all again. Worse, I found out that some shops sell "hints" and I bought one for fucking 1000G just to realize it's a "tooltip" kind of thing and not actually a comprehensive explanation.
Suffice to say, to get the grasp of the game's mechanics, seeking for online tutorials is almost a requirement.
Also, Zelda BotW "Pro" HUD STILL displays dozens of hearts at all times, instead of fully hiding them outside of combat situations (like it works with the stamina bar). My OLED loves it.
So Era, what other bad game design decisions can we list here?
It costs one notch out of like a dozenRequiring a charm to see yourself on the map in Hollow Knight.
I think it's fixed now (?) but Days Gone where square looted bodies and picked up dropped weapons. Times without number I swapped my awesome sawblade baseball bat for a useless chair leg or something while trying to loot a corpse. I refuse to believe that didn't come up during playtesting.
So, I've been playing Xenoblade Chronicles 2 for a few days now and I just can't understand why there is no menu item to review the tutorial hints whatsoever. I'm 10 hours in and the game keeps throwing mechanics at me like there's no tomorrow and there's no way to read them all again. Worse, I found out that some shops sell "hints" and I bought one for fucking 1000G just to realize it's a "tooltip" kind of thing and not actually a comprehensive explanation.
Suffice to say, to get the grasp of the game's mechanics, seeking for online tutorials is almost a requirement.
Also, Zelda BotW "Pro" HUD STILL displays dozens of hearts at all times, instead of fully hiding them outside of combat situations (like it works with the stamina bar). My OLED loves it.
So Era, what other bad game design decisions can we list here?
The Nidoran family in Pokemon.
Nidoran has two branching evolutions based on its gender. Nidoran♂ evolves to Nidoking and Nidoran♀ evolves to Nidoqueen.
And for some reason, Nidoran♀ can breed but not Nidorina nor Nidoqueen.
Why GF did this still baffles me.
This is not true. Nidoran M and Nidoran F are two different species. A branching evolution based on sex would be Gardevoir/Gallade, for example.
Controllers only have so many physical buttons you can bind actions to. :(
Or our game has too many actions to begin with.
Not sure if I get that yet but I'm sure tired of "Annnnnnnnnnnnd arrived" followed by Pyra's lol'ng.Let's see if op gets this:
Shiooo..... aneedle....... Shiooo....
The entirety of Other M is built upong baffling design choices. The game was doomed from the moment they randomly decided it'd be fun to play with just a wiimote sideways. I've tried, and most of the issues during gameplay are fixed by...just adding a nunchuk.Metroid Other M has you stand perfectly still, hold the Wii mote vertically and "focus" to recharge health and missiles instead of just giving drops when killing enemies. So better find a safe corner in a boss fight to stop what you're doing and focus. Oh and you can only use missiles while standing completely still.
THIS, this is the one I was going to post. By far the most baffling decision I've ever seen in a game. It's pure monkey paw wish. We finally get difficulty choices added to Pokémon. The caveat? It is going to be implemented in one of the most braindead horrendous ways you can think of, making it absolutely and frustratingly pointless and it will never NEVER be tried again. Somehow I get angry just thinking about it. Why? Why? It just makes 0 sense to go out of your way to RUIN IT.I don't understand why Pokemon Black 2/White 2's difficulty modes were implemented the way they were. So they made an Easy Mode, and a Challenge Mode, and made them version exclusives. But not like that you have to buy a particular game to play a particular mode. It's that beating the champ in B2W2 gives you a key that unlocks Challenge/Easy Mode respectively. But, you yourself cannot use that key, because it's Pokemon; they only let you have one save file. You can't start a new game at that point in the difficulty mode you just unlocked.
What you have to do is find someone else locally who owns the specific version that has the difficulty mode you're interested in, and has beaten the champion, and have them trade the key over to you, and then you can start a new game with that difficulty mode.
Why do it like this? Was there no better way?
Echoes did it already. Also, I believe in Normal difficulty (Easy in the west) you can actually save mid-battle.Fire Emblem not having a 'return one round' option (bless 3 Houses, I guess)
Also Fire Emblem not having a menu option to restart a mission/go back to main menu, instead requiring you to shut down the entire game when you lose a unit and want to retry. I dunno how many times I had to do this in Radiant Dawn ....
Not sure if I get that yet but I'm sure tired of "Annnnnnnnnnnnd arrived" followed by Pyra's lol'ng.
By the way, gotta love how hectic it gets with everybody screaming the same lines at the same time during bigger battles. My fiancee literally asked me to mute the TV yesterday because she couldn't handle it.
Oh, sorry - it's been a while since I played Hollow Knight :p
I'll never understand level scalling in RPGs. Like, I understand it's to keep the challenge stable through the whole game, but what's the point of leveling at that point? If I want to "train" my character in this specific point in the game, it will be rendered useless in the next area I go.
I don't really see the problem in that. The Witcher 3 had no leveling by default, and I knew damn well I shouldn't even dare to get to some of the areas with higher level. And it felt infinitely better when you go back to the first areas at 30 levels later and you're able to DESTROY everything that gave you trouble hours back. Same with Horizon Zero Dawn.Without level scaling, open worlds like in the Elder Scrolls would be pretty pointless - you'd still be railroaded by level of your opponents.
Levels allow the game to gradually ramp up complexity, and a sensibly built player character should still feel some power increase as their synergies kick in. And top end stuff like dragons shouldn't scale down too far down the level scale so they can still eat over-ambitious newbies, and random bandits shouldn't scale up too far so that you can outlevel them.
"If you asked me what is the most defining feature of Mass Effect, I'm not even sure it would be the choices. If you had to strip down Mass Effect to its essential features it's the companions that matter in the end.
Well apparently the director thought that boys and girls couldn't be friends without becoming romantically involved so it's actually a wonder it didn't turn out worseNot being able to have platonic relationships with the female characters in Persona 3. If you want to max their Social Link you must romance them.
It was thankfully fixed in 4 and 5 but still weird looking back.