[Question] Worst part of your favorite games?

Shamelessly ripping off the movie thread! :zoid:

I'll start. The Mass Effect games are awesome, but I disliked the elevators and tedious walking in the first game, and I disliked the deviations from established lore in the second game. I haven't played the third, but I'm not a fan of what I hear about the ending.
 
Gabriel Knight: Sins of the Father is one of my favourite games of all time. But I hate near the end of the game, in Africa. I hate doing the tile puzzle and I hate the sudden action section where you need to carefully get around the animated zombies.
 
Shamelessly ripping off the movie thread! :zoid:

I'll start. The Mass Effect games are awesome, but I disliked the elevators and tedious walking in the first game, and I disliked the deviations from established lore in the second game. I haven't played the third, but I'm not a fan of what I hear about the ending.
And scanning for minerals.

Also, God of War (the first one). Amazing game, but the underworld level is pure shit. Almost as much shit as the nightmare sequences in Max Payne.
 
The Legend of Zelda: Ocarina of Time: Oddly enough, not the Water Temple. Before the 3DS gave it more obvious directions, I'd figured that thing's trick. The part I hate is Jabu Jabu. I don't know why, but I end up going in circles for a while trying to figure out what to do before finally figuring out where to take Princess Ruto.
 
Dragon Age: Origins, the Fade. PC version has a fan-mod that lets you skip it but still get xp/any loot, though.

Almost any JRPG's first 1-3 hours, give or take, are slow and plodding while you get past tutorials and gather your party. I'm actually having a hard time coming up with ones that are just fun from the get-go. Earthbound and Xenoblade, maybe FFVII just because Midgar feels like a whole other game and seeing the world map for the first time with the music was just something special.


Oh, and now I've gone off-track into something good. Oops.
 
The FFVII world map music was always a treat (on disc 1). Too bad it would get interrupted frequently.

Man ... I'm really psyched for new Theatrhythm now. Listening to those tunes brings on major nostalgia vibes. So many memories.
 
Escort missions, any game.
UPS quests, for me. Extending gameplay by making you cross and recross The Plains of Unavoidable Battle is a trope that can go straight to Sheol.
Also, when I'm level 99 and still being forced to crisscross The Plains of Unavoidable Battle, the lvl 1 slimes should be able to hear me coming a mile away and get lost, not jump on me, get scared, and run away only to ambush me again a moment later.

--Patrick
 
UPS quests, for me. Extending gameplay by making you cross and recross The Plains of Unavoidable Battle is a trope that can go straight to Sheol.
Also, when I'm level 99 and still being forced to crisscross The Plains of Unavoidable Battle, the lvl 1 slimes should be able to hear me coming a mile away and get lost, not jump on me, get scared, and run away only to ambush me again a moment later.

--Patrick
That's another good one that, once again, Earthbound does right. If I'm high enough level to oneshot a monster, make it run in fear, not come barreling right for me.

Also, I enjoyed Star Ocean: Last Hope, but for fuck's sake let me pause a cutscene, especially when they can last longer than 5 minutes. Every RPG should allow pausing in cutscenes without immediately skipping it.
 
I'm a huge fan of KotOR II, but boy did that game have problems when it released. The not-quite-an-ending being the worst of it, I guess.
 
I'm a huge fan of KotOR II, but boy did that game have problems when it released. The not-quite-an-ending being the worst of it, I guess.
Ugh, I remember being so mad about that. Finally get to the end just to have the blind lady tell you how everything ends for other characters.
 

GasBandit

Staff member
The endings of the campaigns in both Neverwinter Nights games were bad. The first one was just a downer, though some of the expansion campaigns help make up for it. NWN2's ending was literally "After the long fought battle, your party was victorious... and then the cave collapsed on them for no reason and everybody died. THE END!"
 
The endings of the campaigns in both Neverwinter Nights games were bad. The first one was just a downer, though some of the expansion campaigns help make up for it. NWN2's ending was literally "After the long fought battle, your party was victorious... and then the cave collapsed on them for no reason and everybody died. THE END!"
NWN1 I remember being pretty angry the first time, as I didn't expect the Paladin to go bad. If I remember right, there was a way to make her not try to kill you, but you had to be extremely beefed up in CHA to convince her. Now that I think about it, that's basically the same as KotOR 1 with Bastila.
 

GasBandit

Staff member
NWN1 I remember being pretty angry the first time, as I didn't expect the Paladin to go bad. If I remember right, there was a way to make her not try to kill you, but you had to be extremely beefed up in CHA to convince her. Now that I think about it, that's basically the same as KotOR 1 with Bastila.
In NWN1, you could talk Aribeth down if one of two conditions were met -
1) You had superhigh charisma and clicked all the right conversation options,
or,
2) You had successfully become the object of her affection by doing her special sidequests in every single previous chapter of the game, and she gives you a ring to hold on to as a token of her affection. Having this ring in the final confrontation unlocks the conversation option "The woman who gave me this ring would never do this," which causes her to break down and surrender. However, early versions of the game had a bug that would cause Aribeth's ring to disappear from your inventory between chapters. Very shit. Fortunately there were save editors which would allow you to put the ring back in your inventory.

But it didn't matter in either case, because even if you get her to surrender, nobody forgives her and they put her to death.
 
In NWN1, you could talk Aribeth down if one of two conditions were met -
1) You had superhigh charisma and clicked all the right conversation options,
or,
2) You had successfully become the object of her affection by doing her special sidequests in every single previous chapter of the game, and she gives you a ring to hold on to as a token of her affection. Having this ring in the final confrontation unlocks the conversation option "The woman who gave me this ring would never do this," which causes her to break down and surrender. However, early versions of the game had a bug that would cause Aribeth's ring to disappear from your inventory between chapters. Very shit. Fortunately there were save editors which would allow you to put the ring back in your inventory.

But it didn't matter in either case, because even if you get her to surrender, nobody forgives her and they put her to death.
Ah yeah I think I did the ring quests on one playthrough, but I'd forgotten she still gets the axe at the end. I do remember liking the ends of the xpacs more. I never even finished NWN2.
 

GasBandit

Staff member
Ah yeah I think I did the ring quests on one playthrough, but I'd forgotten she still gets the axe at the end. I do remember liking the ends of the xpacs more. I never even finished NWN2.
Another irritation on NWN2 is the final boss tries to get your allies to turn on you. Your standing with them determines whether they turn traitor or remain steadfast. On my playthrough I was able to have high standing with all my allies, so nobody turned... EXCEPT there are a pair of your allies that dislike each other, so if the first one asked the question decides to stay loyal, the second one automatically betrays you no matter how high your standing with her is. And her dialog when doing so makes it sound like she hates you even when her standing is high. "Even if he wasn't with you, I'd still be against you! Because... reasons!"

But that wasn't as annoying as the "And then the ceiling collapsed! The end!"
 
The Asteroid sequence in Dead Space. They describe it to you as something that's actually different from what you need to do to beat it, and it's unbelievably frustrating with a controller (which the rest of the game is not in the slightest).
 
I know it's not a common opinion, but I hated all the "game on the side" type games they started introducing into Final Fantasy games... you know, Triple triad, Blitzball, all that crap.
I'll agree on FFIX's monster card game, but I loved Triple Triad and Blitzball.

I see you more as a Teach Moogle to Fly kind of guy though.
 
Blitzball wasn't fun.

I keep coming back to RPG things, but it's all I play lately so meh. Easily missed sidequests/character quests. At least drop a hint that I need to go back to some other area, don't just assume after every plot point I'm going to visit every town and talk to every NPC. That's dumb. This is another thing Star Ocean fucking loves to do.
 
Shadow of the Colossus: Not exactly part of the overall game, but a mechanism choice. After beating the game, you can replay it in Easy or Hard, and you can also fight any colossus in time attack mode before fighting it in-game. Each victory gives you rewards. Easy gives you a lot of the cool rewards, while Hard gives you some pretty bland ones. I would've thought the cool rewards being for use in Hard mode made more sense because you'd have more need of them. Easy mode is already easy, I don't need special weapons to make it even easier.
 
Yes but I can kill and be killed as a spy. I think everyone in the world but me can play and hit scouts.
 
ME2 is excellent... except when mining resources with a terrible mini-game that has terrible mouse sensitivity. My arm HURT.
 
Top