Things in video games you hate

This was what I came in here to say. The first escort mission I ever learned to hate was a Terminator arcade game. John Connor was in a beat up old pickup truck that was getting attacked by every Terminator on the goddamn planet and you have to defend his dumb ass. Eventually it got fun watching the Terminators kill him.

I also remember a bitchy escort mission in Command and Conquer Renegade. You have to fight your way through a village and kill about a thousand enemy troops, including bosses. Then you go to a boss’ mansion, kill all his lackeys, steal some data, fight another boss (one you’ve already kicked the ass of three times already!) and then leave. After all this you have to fight your way back through the town you just destroyed (FFS!!) while escorting your friends who love to run into streams of bullets because they can. You also have to outrun a nuke. What delightful fun!

Agreed. This happened to me just last night. I was doing all fine and dandy and then found out I had missed a key element. And I could not go back. I would have to revert to an old saved game and lose two hours. Nope. Didn’t do it. Took the game back to the rental store and will never pick it up again.

I hate those with a passion. Two stick out in my mind from FFVIII. First the battle on the satellite tower where you have to watch the satellite dish unfold for 5 minutes before you get whooped on by that giant flying… er thing. The second one combines Arien’s gripe:

The final boss battle takes a good hour just to get to the final final form (when she start talking to you), then she unleashes that cheap Hell’s Judgement attack *immediately * followed by a Meteor?!? Instant death, try again. :mad:

YOU LEAVE MY SELPHIE OUT OF THIS! :mad: :stuck_out_tongue:

I too hate jumping puzzles. There was a Prince of Persia game I tired with stuff like that. You had to jump between two colums to get up to the next platform. I didn’t play that game after that point.

One that I especially hate is the rail part of games, where your immobile, but in a car or a transport of some sort and you got to shoot the enemies around you. Its alight for a scenic tour, like the opening of Half-Life, but when you got to protect something or shoot enemies then it get tiresome.

I agree as well with the escort missions. The AI is usually too stupid and gets themselves killed.

Selphie is the least obnoxious of the breed…but really, she does NOT belong in any sort of an Elite Combat Unit. She does just fine organizing the Festivals, and I’m sure she’d be perfect as a Candy Striper.

I was thinking about Yuffie, Relm, and that little brat in FFIX mostly.

Grues. And the Wumpus.

And sheer design flaws. I played through SO MUCH Gran Turismo 2 to hit day 99 and have the damned thing crash on me.

CURSES, I say, CURSES flowed from my mouth that night.

Thankfully a GameShark and a little help from my Brother helped me, and I did finish the damn game, but…

Putting incomplete code into a game is really not good, guys.

So that’s what I hate. The Grue, the Wumpus, and incomplete code.

I hate games where your “commanding officer” or whoever assigns you a mission, bitches you out when their brillant plan fails. Hey, you came up with the plan nimrod! You decided to send me out there with 3 unarmored bikes, a tank whose driver is clearly on an alcohol binge, and a little rocket launcher dude who is way too high to hit anything but his own team. And yet you act outraged when this elite force fails to destroy 203 enemy armored divisions who have air support.

I also hate having to redo a mission over and over again when you fail at it. Real combat doesn’t have do overs. I’d rather just have a bad outcome and move on. I prefer dynamic campaigns. Otherwise I’m not really fighting a battle but memorizing a puzzle game. “Ok, now I need to bring up two heavy tanks because the computer launches an ambush at this point…”

Invisible walls in FPSs. It screams lazy level design, like the tits responsible for the game couldn’t be bothered to come up with a plausible reason why you can’t go somewhere on the map so they just plop an invisible wall there. I’ll drop an entire franchise if I see it more than once or twice. Medal of Honor sticks out in my mind as a worst offender for this.

Taking control of my stuff, like when you enter an area, and your men/vehicles/etc.
get seized by the game and walked through some story-advancing sequence. I’ve never seen a single example of this that couldn’t have been done and still allowed the player to remain active and in control. It’s a good measure of devs lacking imagination, being lazy, or honestly believing that some absurd scripted sequence was so great it was worth disrupting my immersion in the game. Hates it precious.

No jumping, or sad jumping (wherein my character can manage only an inch or two off the ground). Lame.

Escort missions.

Almost everything that is a staple of Japanese style RPGs, such as:

[ul]
[li]Cut scenes that are way to long[/li][li]Annoying sidekicks/mascots[/li][li]A seperate “combat mode” for battles[/li][li]Doing stupid, inane sidequests to get one part of one ultimate weapon for one character (I remember watching my friends play FFX and I swear the only things I saw them do were play water polo, and ride giant chickens.)[/li][li]Going with ther long cut scenes theme, long attack sequences that can’t be skipped. OK, yes, seeing Knights of the Round for the first time is cool, and that’s about it. everytime thereafter it’s annoying.[/li][li]When in the “combat mode,” you can only have three people fighting, despite having a party of seven. And you can even switch party member out mid-battle![/li][/ul]

The last one in particular makles no sense. If you can switch them out, then the other mebers are “right there” so to speak, but you can’t have more than three fight. Why?! There is no logical reason for this.

There is so far, only one Japanese RPG I like, and that’s Chronotrigger, because it doen’t have a lot of these faults. It was a SNES game, so that right there takes care of the cut scenes, the combat mode was not on a different screen, only one annoying character, and she wasn’t that annoying compared to other ones, less sidequests (it seemed to be one per character, not fifty,) and an almost plausible reason for only letting you have three party members at a time.

That being said, gripes I have with other games are:
[ul]
[li]Really dark areas that you can’t see unless your game and TV brightness are at maximum, all your lights are off, and it’s at night with no moon and you’re in a windowless basement.[/li][li]Secret stuff you need a guide for. (I don’t expect every heart container in Zelda or missle expansion in Metroid to be right there in front of me, but it also shouldn’t be impossible to get to without a guide. I am generally good at finding 50%-75% of them on my own, after that, the ways to get them are absurd.)[/li]For the love of God escort missions. A particularly bad one was in Tie Fighter. You had to make sure The Emperor’s shuttle wasn’t hijacked and stolen with him on board. Hello?! He’s the fucking Emperor! No one should be able to get within a hundred yards of his shuttle without him blasting their brains with some kind of force power.[/ul]

Of course, we had this way back in the days of Wing Commander back in, like, 1990. But, apparently, we’ve regressed or something.

-Joe

Dungeon Siege II does not pick up the game where you saved it. It takes you back to the nearest town and you have to use a transporter to go to the nearest transporter to the place where you left off. All the bad guys that you killed before are back. I guess it was to make it a little harder, so you couldn’t just keep saving the game while killing off the boss. But man, it makes me nuts. I play a game for 20 minutes or so, to relieve stress when I’m developing. For me a game is supposed to be a mild distraction, not a life-filler. (OK, now that I’m between jobs I can afford that kind of time, but when I’m working, I hate it.)

Annoying sidekicks, escort missions, jumping puzzles, all annoying. Also annoying is, and I see this in FF games all the time, when they deliberately make you walk all the way the long way around something. OK the first time, but really annoying all the other times after that.

But none of this gets me even close to getting stressed out as time limits. You’ll be going along just fine, and suddenly, “Make sure to get the item before time runs out!” Medieval II was a terrible offender of this, I still resent the fact that I could never complete that weird quest with the time limit. And sometimes the time limits are outrageously short, like in Spyro with those special all-flying missions. Hate it hate it hate it!

Wow. Lucky I read all the way to the end - I was wondering if no one was annoyed by timed things as I was.

I hate timed missions. With a passion. I’m methodical. I take my time. Not being allowed to do that ticks me off. I started playing Metroid Prime, with every intention of getting all the way through it. After the first boss : Escape before time runs out!

So I escaped by hitting the power button, and haven’t played the game since.

I hate the Mega Man X’s series later tendency to include a few mandatory speeder-bike levels in every game. Hey, Capcom, if I want to play a lame racing game? I’ll buy a lame racing game.

Escort missions. I play WoW, and let me tell you, I am NOT looking forward to doing Jailbreak (I’ve already done it once to help some guildies–that has to be THE most annoying escort in the game).

Cutscenes–FF mostly. They did get a bit better with X, since there was a short-summon option. But it annoyed the hell out of me when I got stuck on a boss battle, and had to rewatch Seymore’s pompous ass gloating before every damn try. (I never did get past that battle, actually)

Mis-direction or lack of direction–I hate it when either you’re not told what you should be doing next, or what you’re supossed to do next isn’t what you’re told to do next. FFVII seems to be a posterchild for this sort of storytelling. As far as I played it, the storyline seemed to go like this–

“Hmmm, so now we have to go find this Cid guy, where…oooh, casino!”

Mini-games in Final Fantasy–Given that this is my third gripe about this series, you’d wonder why I play it at all. Generally, I find mini-games a nice distraction, but in FF more often than not I’d rather just avoid them all together–if I get stuck in an FF game it’s either because I’m under-levelled (which, with my playstyle, happens a lot), or because of one of the damn mini-games. And the first problem is easier to fix.

Just came to add support to the ‘timed missions suck’ brigade, but also to add an heroic anecdote.
In ‘City of Heroes’ you often get timed missions along the lines of: “Arrest all gang members at drug lab. You have an hour. Go.” Or something similar.
There is, late in the game, a storyline about alternate dimensions. One mission in the arc is, “Oh no! The enemy has set up a transport device right here in the city! If you don’t shut it down in TEN MINUTES, we’re all in trouble!”
Well, about half the people I’d talked to before I got that mission said it was designed to be a ‘fail’ mission so the story arc could continue.
I got it and said, “Screw this!” Kicked my superspeed on, and made the mission with 7 seconds to spare!
Granted, the story arc continued anyway (they just built the transport device elsewhere, I guess), but I was amazingly elated that I’d beat the damnable thing!

Strategy games where winning is based on memorizing where, what, and when scripted events will trigger. It’s not strategy if I can play a level, note where the enemy forces are going to suddenly appear and what they’ll do, restart the mission, and set up my forces based on that knowledge. The *Homeworld * series of games were particuarily bad in this respect - most of the missions became much easier once you played them, lost, and then played them again knowing exactly where and when the enemy forces would appear.

Enemy AI with easily exploitable flaws. Many FPS and strategy games; once you know what the AI will do, you can exploit its reactions to win. Strategy should be about beating the enemy, not finding the holes in the programming!

Cutscenes you can’t skip. Especially cutscenes you can’t skip which take place in real time while the game is still going on, in which all your character controls are locked out for no good reason while you’re forced to watch the cutscene. Homeworld 2 is a severe offender here. I appreciate that the planetary bombardment platforms look really cool warping in from hyperspace and powering up, but I can see my fleet getting slaughtered in the background; if you aren’t going to let me do anything about that, could you at least pause the combat while I’m forced to watch the cutscene? City of Villains is also an offender here, with jarring, unskippable cutscenes in the middle of missions that completely lock out your movement and combat controls while they proceed. Half-Life 2 is one of the few games that does this right; all “cut-scenes” are fully in-game and seamless, with no loss of character control.

The inevitable “You’ve been captured, lost all your weapons, and now have to fight your way out with only this bent coathanger as a weapon” sequence. While not in itself that bad, the fact that nearly every FPS has this somewhere in the middle of the game has gotten tiresome.

Crates, that contain exactly one object, and have to be smashed open to retrieve it. That was acceptable in the days of low-resolution 2D graphics, but it’s more than a little bit silly in a 3D FPS with otherwise realistic maps and physics.

Plots in RPG or MMORPG games that require you to do something really stupid or out of character for the plot to advance. You want me to hand over the Wheel of Destruction to Azuria, who has consistently lost or had stolen every magical artifact every placed in her custody? Forget it, I can think of a dozen more secure holding places.

Deliberate time-wasting tasks in MMORPGs. I appreciate that MMORPGs are to a large degree about wasting time in entertaining ways, but getting repeated missions that are varients on “Kill 100 dire bunnies” or “Find and click on 20 magic berry bushes” ceases to be entertaining fast.

Stuff You Can’t Do for No Plausible Reason

I guess this was sort of covered in the invisible walls post, but it’s more far-reaching.

For instance, in WoW, my party is very big on leveling up our professions and secondary skills. This was great until A) I started making potions with level requirements. I worked my butt off to level my alchemy skills, and now instead of getting to use them, I have to make crappy potions (that give me no skill points) to take into dungeons because I am not yet battle-hardened enough to uncork a bottle and drink the contents. Grr. B) Our fisherman started catching bloated fish (which means there is a prize inside), but he’s not a high enough level to cut open a dead fish, even though he carries a freakin sword everywhere he goes, and even though if he’d caught the same fish, but alive, he’d have no problem cleaning it and make a delicious treat.

Anytime you can’t open a door and have to go find a key when your character is carrying freaking weapons of mass destruction in their pack. Screw the key – here’s a BOMB!

Another peeve of mine:

When you fight a battle and then watch a cutscene that ignores what you just did: example – in Baten Kaitos, you fight a group of bosses, kill each of them (they actually say they are dying and lie there dead for the rest of the fight) and after you win…it cuts to a scene where the bosses are all alive and well, and your party is lying on the ground, beaten and half dead! (But, if you actually do lose the fight, its game over and you have to try again.)

Which brings up another gripe of mine about many RPGS: Forced failure. You’re expected to lose that mission in CoH. That itself isn’t a problem, but if you do actually manage to win it, it makes no difference to the plot; the villain gets through anyway, and the plot continues in exactly the same way. Even if you win, you lose. Deus Ex is the only game I’ve ever seen that has encounters that you’re not supposed to win, but if you do, it actually changes the plot of the rest of the game accordingly.

I really think you should try Metroid Prime again. That is the ONLY instance of anything timed in the entire game, and they give you MROE than enough time to get out of their leisurly. In fact, except for that one small part, the game is set up basically for you to take your time and explore all the nooks and crannies so you can get every missle upgrade and energy tank.

Or go pick up Metroid Prime 2. Granted, I’m only about 1/4 of the way through it myself, but nothing timed at all so far, so even if you can only get a little past 25% of the game done, hey, at least that’s more than what you got in the first one. :stuck_out_tongue:

Definitely escort missions, unless the character you are protecting is actually concerned for their own well-being. Too often, they wander into the middle of a fire fight. I’ve been pissed off by this enough that, even after taking out a squadron of enemies, I say “Here, hold this grenade, while I stand over there.”

“The Impossible Jump” as well. Why does Invincible Mario die when he falls in lava or off a cliff?

Regenerating baddies. You kill 15 enemies crammed in a little room, you go through the door, oops wrong door, you go back, the same 15 enemies are back.

The little weapon that is useless except if you shoot someone in the second vertebrae below the skull. I don’t mind such a weapon until I’m playing VS mode online and some 10-year-old shows up who has the entire summer off to master the game and executes this maneuver flawlessly every time. Then my goal is to move around in odd, unexpected ways just to frustrate the 10-year-old.

The fact that I don’t have infinite super-speed while making the long trek across a map. If I’m in an RPG and need to get back to the city of Rufelnog, I should be able to run like The Flash.

While not much of an issue with modern games, I have bad memories of the NES days when everything centered around Player One. Player Two had better stay close to Player One, because if he falls too far behind, he gets hung up on the map and either has to wait until Player One scrolls the map back to get him, or he has to commit suicide just to get out (see Ikari Warriors). Or, if Player Two gets too far ahead of Player One, enemies spawn ON him, and he dies instantly.