Forums

Topic: Gaming's pet peeves

Posts 321 to 340 of 512

nessisonett

@Th3solution Voice acted JRPGs in English are generally irritating by rule. I dunno why everyone either has an extremely soft voice, an irritatingly brash voice, an annoyingly smug voice or literally just Sonic’s voice.

Plumbing’s just Lego innit. Water Lego.

Trans rights are human rights.

nomither6

''What are gameplay elements, story beats or other aspects of a game that really bother you and hurt your gameplay experience. ''

1. Loading
2. Pop-ins ( i guess that counts as loading ?)
3. NPC's that wont shut up & repeated lines
4. Microtransactions
5. DLC before the game is even out
6. Betas ( what happened to game-testing and releasing demos alongside its release ?)
7. Cutscenes longer than 30 seconds .
8. Pre-rendered cutscenes over in-game cutscenes
9. No multiplayer or Co-op/split-screen
10. Bad soundtrack
11. Ugly aesthetic/art-style
12. Multiple endings instead of just having the ''good'' and ''bad'' ending (shadow the hedgehog is what made me dislike it)
13. Story being less than 40 hours long with no replay value ( new game + , arcade , etc )
14. Censorship ( nerfing the gore , dismemberment , and effects of what ''would really happen if" )
15. Ironically when a game has too much profanity - the older i get, the less i can tolerate somebody who cusses after every other word . it actually is unpleasant to hear , and i cuss a lot myself ; but its not overboard to where my speech is unbearable . i rather nudity .
16. Fetch quests
17. Open world instead of linear non-stop action within a sandbox world or hub worlds.

nomither6

Thrillho

@Th3solution @nessisonett It’s kind of amazing really seeing as this seems to be the universal opinion on the voice acting.

9S was very much the same in Nier Automata.

Thrillho

RogerRoger

I guess I'll just chuck my "hey, I really love over-the-top English dub voice acting, complete with all the grunts, yelps and other exertion noises" reply in with all my other unpopular opinions, then!

***

@Iver Are you playing the PS4 original Ghost of Tsushima, or the new Director's Cut on PS5? Because I'm currently playing the latter and I've been walking through puddles, small streams and shallow rivers all day, and both Jin and Kage make little ripples and kick up splashes of water and dirt every time (or at least, every time I've been looking at their feet). Sorry if that seems like some sort of brag, by the way! Genuinely just wanted to let you know that it should be happening, at least on PS5.

"We want different things, Crosshair. That doesn't mean that we have to be enemies."

PSN: GDS_2421
Making It So Since 1987

RogerRoger

@Iver Ah, okay. I haven't gotten to Iki yet, so maybe it's just a glitch on the new map? I don't blame you for noticing, though. The visuals are so immersive, such a thing would be conspicuous in its absence.

"We want different things, Crosshair. That doesn't mean that we have to be enemies."

PSN: GDS_2421
Making It So Since 1987

nomither6

@Col_McCafferty Isn't that what the topics about ? Why are you triggered about it .

the title says gaming ''pet peeves'' , not really big issues . even though they asked what ''really bothers you'' none of them dont.

nomither6

RogerRoger

I've got a new one: escort missions which don't provide you with a separate health or damage meter for the person or thing you're supposed to be protecting.

Steadily worked my way through a tricky escort mission in Syphon Filter 3 earlier, protecting a large truck full of weapons and a wandering bomb defusal expert at the same time. Sounds tough enough by itself but, without knowing how much damage the truck had endured, or how weak the expert's flak jacket had become, I was left playing a guessing game. How much damage did the enemy inflict back there? Should I keep retrying tricky checkpoints, or restart the entire level? What's the point of approaching the final firefight if everybody's only got 2% health left? Have I just wasted twenty minutes?

I'm usually okay with escort missions. I know folks don't like 'em but, when they're well-implemented, they can be an enjoyable kind of pressure. Just please, give me information. I don't even need a percentage displayed on my HUD or anything; make it an audio cue, a cry for help, some kind of sign!

"We want different things, Crosshair. That doesn't mean that we have to be enemies."

PSN: GDS_2421
Making It So Since 1987

Th3solution

Playing through the Swamp of Sorrow level in Demon’s Souls (and gradually losing my mind in the process!) I am reminded of a pet peeve — levels in games where you are gradually losing health.

This annoying game developer mechanic usually revolves around some kind of poison or illness that your character is forced to take upon themselves and you gradually lose health. Sometimes you can get a cure, which would be great, but the level often just re-poisons you again shortly after that. So you end up burning through health packs or just running like a wild man toward the ending.

Similarly I typically hate time limit levels in games, unless it makes sense within the narrative. But even then, I hate feeling rushed when I’m trying to explore and enjoy a really well-crafted set piece.

“We cannot solve our problems with the same thinking we used when we created them.”

nessisonett

@Th3solution Yep, those sorts of areas in Dark Souls games are awful. Blighttown especially!

Plumbing’s just Lego innit. Water Lego.

Trans rights are human rights.

JohnnyShoulder

@Th3solution I had so many remedies by that point that being poisoned wasn't that a great deal of hardship. Plus you can get equipment which helps nullify it too.

@nessisonett Blighttown in the original Dark Souls ran at about 5fps, but the remaster fixed the frame rate. It was a bit weird at first cos I was used to it being so janky! 😂

@Fragile Yep agree. Along with the guns you pick up jamming every 5 secs, I ended up hating that game.

Life is more fun when you help people succeed, instead of wishing them to fail.

Better to remain silent and be thought a fool than to speak and remove all doubt.

PSN: JohnnyShoulder

Thrillho

I forget if I put this one down already but;

Enforced walking sections

You know, those bits where in a fast paced action game you hit a point (normally story related) and all of a sudden you have to slowly trudge through a part of the map for no point other than REASONS.

This one happened recently in Hades after beating Hades himself for the first time and you have to plod through that first screen of Greece to reach Persephone

Thrillho

Snatcher

@Thrillho Oh my god yes, I agree with this, its a pet peeve I didn't even know I had till you said something.

Nintendo are like woman, You love them for whats on the inside, not the outside…you know what I mean! Luzlane best girl!

(My friend code is SW-7322-1645-6323, please ask me before you use it)

Sorry for not being active much recently, but I’m very much alive!

BearsEatBeets

@Thrillho A similar thought popped in my head reading about @Th3solution's losing health thing but more specifically sections where you are injured and you do nothing but push forward to make your character walk/crawl towards something.
It came to mind having just finished ME3 where right near the end you get hurt, shall we say, then limp slowly through the next little area of the game doing nothing but slowly moving and listening to dialogue. If all I'm going to be doing is holding an analogue stick while something moves very slowly make it a cutscene. That little bit of interaction adds nothing for me.

BearsEatBeets

PSN: leejon5

RogerRoger

@Thrillho The only time I'll forgive an enforced walking section is if it's hiding a loading screen. I feel like that's why they were invented, and that's clever, but then they just became lazy ways of padding for time or trying to push atmosphere or something (for the most part, with some exceptions).

"We want different things, Crosshair. That doesn't mean that we have to be enemies."

PSN: GDS_2421
Making It So Since 1987

Anti-Matter

My gaming pet peeves was founding a little kid playing DDR Arcade, accidentally picking the hardest song with the hardest difficulty without realizing their decision then got Game Over screen after 5 seconds playing.

Anti-Matter

Thrillho

@Snatcher Ha, I’m glad to have stirred those feelings inside of you!

@BearsEatBeets I half remember the bit you’re talking about and you’re right, it could easily have been part of the cut scene that must have come before/after it. The only time I can think of it working well would be the end of MGS4.

@RogerRoger I don’t mind that either. People complained about it in FF7R but I’d rather be shimmying behind a wall than watching a loading screen. Presumably there will not need to be so much wall shimmying in the next game with the loading speeds of the PS5!

Thrillho

colonelkilgore

@lolwhatno lol, I was absolutely wasted last weekend and noticed @Iver’s change. I was so drunk though that I thought it could’ve just been my mistake 🤣

**** DLC!

RogerRoger

@Thrillho The problem is, I think they've become such a mainstay in modern cinematic game design that they'll still get used frequently, regardless of our SSDs and whatnot. And that'll just make 'em even more frustrating because we'll know they're not necessary! D'oh!

"We want different things, Crosshair. That doesn't mean that we have to be enemies."

PSN: GDS_2421
Making It So Since 1987

Th3solution

This one popped into my mind during a recent gaming session —

I’m annoyed when I come upon a couple different paths in a game and I choose to go a certain way and it unlocks the next main story sequence and then I’m locked out of seeing what would have been down the other path. Usually the other path has a secret or a collectible. This is mostly an issue with linear games, but I’ve had it happen in more open ones too. And most games nowadays don’t lock you out of going back later to see what was in the other area, but sometimes it’s a hassle to get back there, or it’s hard to find that diverging path again. I’m obsessive-compulsive with seeing everything in a game and trying to get all the secrets and collectibles, so it irks me if I flip a coin and end up progressing past something. 😄

The workaround that I’ve seen used (noticed most recently while I was playing BioShock 2) is if games have a quest marker or an overhead arrow which points you toward the next objective. Then it becomes easy most of the time to see which path looks to be headed toward the next story point and which path is likely to lead to a secret. But many games don’t have that, and I’ll admit it does somewhat ruin the immersion and joy of organically discovering things in your own.

“We cannot solve our problems with the same thinking we used when we created them.”

Please login or sign up to reply to this topic