When do you know you're playing a BAD game?
#1
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When do you know you're playing a BAD game?
After the flashy menu screen has loaded and the cutscenes have mercifully ended, you realise that spur of the moment purchase of "Frogger: The Great Quest" did not quite do what it said on the box, and you're left playing a mediocre or just downright bad game. But what makes it that way? Gameplay right? Bad graphics? Lazy level design? Which is the worst? Which gameplay/design element do you feel is the most annoying and/or cheap and lazy?
I can't stand "invisible barriers" - especially in racing games, when you're driving through the desert, only to find you cannot stray more than a few feet from the edge of the track! No matter how wide open the landscape is, it's all off limits, baby!
So what else is weak? Crate pushing? Random key searching? Re-spawning enemies? Bland textures that repeat through the entire game?
I can't stand "invisible barriers" - especially in racing games, when you're driving through the desert, only to find you cannot stray more than a few feet from the edge of the track! No matter how wide open the landscape is, it's all off limits, baby!
So what else is weak? Crate pushing? Random key searching? Re-spawning enemies? Bland textures that repeat through the entire game?
#4
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When you realize it's 3am, you finally got to a cutscene but fall asleep during it, wake up and the cutscene is still going with Rose pleading with Jack about her love and the Colonel is freaking out and turning into an alien.
#6
DVD Talk Platinum Edition
The first sign is not being able to skip the company logo animation.
The second sign is not being able to skip the first cutscene.
If you can't tell from either of these, the first few seconds of the first cutscene should be enough.
The second sign is not being able to skip the first cutscene.
If you can't tell from either of these, the first few seconds of the first cutscene should be enough.
#7
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Usually I can tell when I start nodding off or lose interest in what's going on during the game. If I notice that I haven't played it in weeks then I know I have a bad game and it's time to trade it in.
#9
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When you get to a certain point in the game and can't continue due to some really messed up reason (like a weird change in difficulty level).
ex: Bauldar's Gate for the PS2. I have no problem playing it until I reached a point where all of a sudden it became a hand/eye coordination game rather than RPG. What I mean is that I had to cross a big chasm that had blocks on it and each time you stepped on them, they fell, so you had to jump fast. After trying for about 30 minutes, I gave up and never turned it on again.
ex: Bauldar's Gate for the PS2. I have no problem playing it until I reached a point where all of a sudden it became a hand/eye coordination game rather than RPG. What I mean is that I had to cross a big chasm that had blocks on it and each time you stepped on them, they fell, so you had to jump fast. After trying for about 30 minutes, I gave up and never turned it on again.
#10
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When I fall sleep with the controller in my hand.
#11
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Originally posted by PixyJunket
When the chracters WON'T STOP TALKING.
When the chracters WON'T STOP TALKING.
I enjoyed this game, even with all its faults - but what was unforgivable was the fact that when you loaded your game, you had to sit through the entire cutscene (sometimes MGS2 length!) before you could start playing again.
I simply do not understand how developers can still FORCE you to watch the same cutscenes multiple times, and expect you to enjoy it? I can almost understand them forcing you to watch it the FIRST time (since they're so proud of their "cutscening" abilities and don't want you to, god forbid, skip it) - but making you watch the entire cutscene every time you loaded your game was unforgivable...
UNFORGIVABLE I TELL YOU!!!!! UNFORGIVABLE!!!!
#12
Retired
I disagree about cutscenes automatically=a bad game.
I've played plenty of games with cutscenes that had great gameplay, and plenty of games without cutscenes that had crappy gameplay. They are totally independent of each other.
I do agree that they should always be skippable (at least after seeing them once).
I've played plenty of games with cutscenes that had great gameplay, and plenty of games without cutscenes that had crappy gameplay. They are totally independent of each other.
I do agree that they should always be skippable (at least after seeing them once).
#14
Retired
Good one Groucho.
Nintendo has always excelled at this, by basically intergrating tutorials into the begginning of their games with little tasks and dialog pop-ups that teach you, and make you use, the basic skills needed in the game.
Nintendo has always excelled at this, by basically intergrating tutorials into the begginning of their games with little tasks and dialog pop-ups that teach you, and make you use, the basic skills needed in the game.
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When you are constantly trying to figure out what to do next. I don't want everything handed to me, but I can't stand it when every level seems to be a game of hide and seek (basically you have accomplished everything and it still takes you forever after that to finish the level)
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Originally posted by nodeerforamonth
When you get to a certain point in the game and can't continue due to some really messed up reason (like a weird change in difficulty level).
ex: Bauldar's Gate for the PS2. I have no problem playing it until I reached a point where all of a sudden it became a hand/eye coordination game rather than RPG. What I mean is that I had to cross a big chasm that had blocks on it and each time you stepped on them, they fell, so you had to jump fast. After trying for about 30 minutes, I gave up and never turned it on again.
When you get to a certain point in the game and can't continue due to some really messed up reason (like a weird change in difficulty level).
ex: Bauldar's Gate for the PS2. I have no problem playing it until I reached a point where all of a sudden it became a hand/eye coordination game rather than RPG. What I mean is that I had to cross a big chasm that had blocks on it and each time you stepped on them, they fell, so you had to jump fast. After trying for about 30 minutes, I gave up and never turned it on again.
Still highly recommend the game, its a blast for the first 10 -12 hours.
#24
DVD Talk Legend
Originally posted by TheDude
When you spend more time trying to move the g**d*** camera around then you do the character you are controlling.
When you spend more time trying to move the g**d*** camera around then you do the character you are controlling.
#25
DVD Talk Limited Edition
Convoluted & unresponsive controls drive me insane. Games should should be intuitive and "easy to learn, hard to master". Tetris, the Mario games, Super Monkey ball, and Virtua Tennis all jump to mind. I know this doesn't really apply to games with a steeper learning curves like a lot of PC games & most sports games that take a bit more time to get the controls down.
Also I really used to like cut scenes. When I played FFVII I couldn't wait to get to the next one. Now they make me want to break stuff. I loved the dungeons in Zelda: TWW, but hated all the talking. And don't get me started on those damn codec sessions from MGS and Sons of Liberty. They went on FOREVER!
Also I really used to like cut scenes. When I played FFVII I couldn't wait to get to the next one. Now they make me want to break stuff. I loved the dungeons in Zelda: TWW, but hated all the talking. And don't get me started on those damn codec sessions from MGS and Sons of Liberty. They went on FOREVER!