The last few Lego games I played didn't have this. Like, they actually took it out. Crazy.
The last few Lego games I played didn't have this. Like, they actually took it out. Crazy.
I thought that maybe I just didn't enjoy Metroidvania type games, but I played Axiom Verge immediately after, and that had save points right next to (almost) every boss. Really helped alleviate the frustration.I shit you not, I just posted the exact same thought in the Hollow Knight community thread a few days ago -- I'm halfway through the game, and it brought this issue right to the forefront of my mind.
It's a downer because I enjoy almost everything else about the game, but as I said in that thread, it's just an absolute slog to have to repeat the same 5-minute chunk of gameplay -- the same trial I've completed 10 or more times already -- over and over and over, just so I can have another brief swipe at the real challenge at hand (i.e. a boss). And, largely because you really need to learn the game's bosses via repetition, it steps right over the line from challenge into joyless frustration real quick. It turns me off from the game for days at a time.
On the topic of whether or not this qualifies as "bad" design, I asked folks in that thread if there was some sort of justification for this decision -- people have really studied Hollow Knight deeply, so I thought maybe there was some sort of design intention that could shed light on why it had been made this way. No one could really come up with anything satisfactory (and, no, "challenge" doesn't cut it; we get that from the game's individual trials, not repeating the journey to them). I still like the game overall, but I find it a really good example of what I think is an antiquated design principle.
Press X to interact. Also X makes you jump... over the thing you're trying to interact with. Looking at you FFXV.
Having to be stood directly next to or on top of something to interact with it.
Looking at you Witcher 3.
Yeah getting on/off the horse is absolute garbage when you compare it to Zelda BOTW. Both you and the horse have to be at a complete standstill, you have to stand in the right spot next to it, press the button and then watch the stiffest robotic animation ever, then wait for it to completely finish until you can do anything. In Zelda? Approach the horse from whichever direction, press the button within a generous range, and bam. Link just does magic and works out a smooth transition animation to hop on the horse without breaking flow for both himself or the horse's momentums, and this can happen while both are in motion. It's not even funny how amateur Witcher 3 seems in comparison.
Holy shit, this exist?? I need in every rpg ever!!!pokemon firered and leafgreens recap feature for when you come back to an rpg after not playing for a while.
Lol, lots of things have existed in Pokemon games that no longer do
That's what analog movement is for. Push the stick a little, you go slow, push it farther and you go faster. No need wasting a button on it.I like the idea of 'run button's or rather, basically anything that I'm actively doing to make my character faster, so I actually like the ladder thing. Feels like I have more control even when doing something super basic.
I had actually completely forgotten about this, since it was never implemented again.pokemon firered and leafgreens recap feature for when you come back to an rpg after not playing for a while.
PREACH.Games not letting you use the D-pad to navigate menus and UI. Why would I EVER use the analogue stick for that.
Yup. EarthBound also sped-up grinding and low-level area traversal with its "insta-win" battles literally 25 years ago (1994). How has this never been copied?!pokemon firered and leafgreens recap feature for when you come back to an rpg after not playing for a while.
That's what analog movement is for. Push the stick a little, you go slow, push it farther and you go faster. No need wasting a button on it.
That's what analog movement is for. Push the stick a little, you go slow, push it farther and you go faster. No need wasting a button on it.
Because performance can and will suffer with it on consoles. On PC there's no excuse, honestly, but with console FPS it's not a good idea.
The absolute worst. It didn't ruin Horizon Zero Dawn's ending for me but it was close. Then the post credit scene ruined it anyway lol.Games that have pre rendered cut scenes in which your character is wearing the default outfit despite the devs letting you customize your character's gear.
It works perfectly fine in Assassin's Creed Odyssey.For games that have meaningful movement thresholds, like "you can't sprint and shoot", or "running will alert the zombies/guards" etc, mapping that purely on analogue movement often would be more frustrating than having a button for it. It prevents you from accidentally crossing that threshold that might have a large impact on your current situation without that second intentional action.
There's also an argument in saying that not all FPSes necessarily need to go for realism, even on newer hardware.FPS is a genre where realism is appreciated. It's not something abstract like a Metroidvania or a JRPG.
Not making a noise near a enemy to surprise them is a thing in most competitive FPS. While some have sprint as default, others have the notion that people are not realistically sprinting by default, or that's kinda hard to run and shoot at the same time.
There's an argument in saying that maybe older FPS devs didn't want to bother with stuff like that back then because wasn't worth it with older hardware.
There were some other stuff that made me quit playing it but yeah this was a big part. Same with picking flowers, press A to loot and Y to loot all but you weren't on the exact right spot so have fun looking at this long ass heavy punch animation.Yeah getting on/off the horse is absolute garbage when you compare it to Zelda BOTW. Both you and the horse have to be at a complete standstill, you have to stand in the right spot next to it, press the button and then watch the stiffest robotic animation ever, then wait for it to completely finish until you can do anything. In Zelda? Approach the horse from whichever direction, press the button within a generous range, and bam. Link just does magic and works out a smooth transition animation to hop on the horse without breaking flow for both himself or the horse's momentums, and this can happen while both are in motion. It's not even funny how amateur Witcher 3 seems in comparison.
Literally the only thing BOTW horses have over Roach. I found my horse so useless in BoTW that I ended up not bothering anymore after a while.Yeah getting on/off the horse is absolute garbage when you compare it to Zelda BOTW. Both you and the horse have to be at a complete standstill, you have to stand in the right spot next to it, press the button and then watch the stiffest robotic animation ever, then wait for it to completely finish until you can do anything. In Zelda? Approach the horse from whichever direction, press the button within a generous range, and bam. Link just does magic and works out a smooth transition animation to hop on the horse without breaking flow for both himself or the horse's momentums, and this can happen while both are in motion. It's not even funny how amateur Witcher 3 seems in comparison.
Games that have pre rendered cut scenes in which your character is wearing the default outfit despite the devs letting you customize your character's gear.
Pressing start should always pause a cutscene and not skip it right away.
Not always.I wouldn't say that's exactly a solved problem though. In-engine cutscenes can be good, but pre-rendered cutscenes will always be able to look even better.
Though it'd be interesting if a hybrid approach could be achieved... pre-rendered cutscenes, but they're rendered in the background on your console to reflect how your character looks
lemme guess, they're actually constantly accelerating remodelled trains which are actually adjusting the entire map world height instead of the player.Dude, ladders are far from being a solved problem, ask bethesda.
True that poor encoding can ruin them, and being pre-rendered inherently makes them of their time and age poorly whereas real-time cutscenes can run at whatever resolution and age better as a result.Not always.
Especially not if they are prerendered using the engine, because then they are at the mercy of the encoder and whatever resolution they were rendered at. For instance if I were to play Arkham Asylum now the prerendered cutscens in that game look awful and run at 30FPS that looks choppy because it's not encoded properly. All this would've been avoided if it was real time but they likely couldn't animate the models in real time properly. It is possible to have cutscenes in real time but at a higher fidelity than ingame as most games do and over time they will end up looking better with better resolution and framerate.
what was the last time you saw a character in a bethesda open world game use a ladder ?lemme guess, they're actually constantly accelerating remodelled trains which are actually adjusting the entire map world height instead of the player.
this reminds me of those old (& terrible) 2D Dragon Ball fighting games.in which the screen only splits in half once both players start walking away from one another
Because performance can and will suffer with it on consoles. On PC there's no excuse, honestly, but with console FPS it's not a good idea.
This one pisses me off the most. Analog for menuing feels like poopoo.Games not letting you use the D-pad to navigate menus and UI. Why would I EVER use the analogue stick for that.
Games not letting you use the D-pad to navigate menus and UI. Why would I EVER use the analogue stick for that.
It's a little known fact that Bethesda's engine can't support the player character moving, so you're really controlling this massive person with the world on his head which moves around and ducks when the player needs to move.lemme guess, they're actually constantly accelerating remodelled trains which are actually adjusting the entire map world height instead of the player.
The problem there usually isn't that you can climb both sides of the ladder but the way many modern games tend to just guess whether you want to climb sth so you'll sometimes start climbing a ladder just by walking towards it/against it and if you did not actually intend to climb it but the game decides that you did, then it can get frustrating if both sides are climbable because you'll often end up on the wrong side through no fault of your own. But if a game has a more precise, less automated control system, then I think having both sides be climbable would be far less of an issue. (Incidentally, I cannot think of a single game that features both, non-automated climbing/grabbing controls and ladders that can be climbed from both sides. I guess that's just a sad testament to how automated climbing/platforming controls generally tend to be.)Climbing ladders at the speed of light ruins my immersion. /s
Speaking of ladders, I hate when games will let you climb up the wrong side of them.
Still, let players decide. I bet there are instances of performance overhead; give a warning and be done with it. Apex Legends offers this on console, for instance.Because performance can and will suffer with it on consoles. On PC there's no excuse, honestly, but with console FPS it's not a good idea.
Press X to interact. Also X makes you jump... over the thing you're trying to interact with. Looking at you FFXV.
The fucking ladders on DayZ during the days of it being a mod lmao
That can't be the case. There's already been enough reports on the crunch and working conditions EA put on Bioware for Anthem.Anthem really is a case study in this on multiple levels, from basic UI/UX elements to specific manifestation of loot shooter mechanics, Bioware seems to have willfully ignored every lesson that the genre learned over the past decade. It makes me wonder if these types of things are really done out of ignorance or a willful arrogance that they know better than the iterated wisdom of prior games.
Yeah it's a waste of time esp if there's loading. But at least now some games make these weak monsters not attack you unless you initiate.In 1994, EarthBound pioneered a battle system where engaging an enemy that is way weaker than you causes it to instantly die and hand you the EXP.
It is exactly 25 years later, and most RPGs still do not do this. Why.