The lack of a scaling/climbing feature in most games, except in circumstances where there are ladders or vines or ropes or a trellis. To wit, in Skyrim. Let's see, there's a steep slope that I can either go around or try to climb. I choose to climb. Okay, now what? What does a person do to ascend a slope? Oh, yeah, jump repeatedly trying to exploit an invisible staircase until you reach the top.
And then there are other games where waist-high or even knee-high obstacles can completely block your movement.
"End when I find myn Hertland, efter Irfet end Woo,
In Dale af Paper, worin Ink Nymphen dansín,
Iíll endly have somthing stour ta gib ta myn Fremdin.
O Versí af de Musen, dwanít ferlet me noo!"
Last edited by Omega Vision on May 23rd, 2013 at 09:12 PM
Perfect example of how to do a boss fight right and wrong in the same game is Half-Life.
The level with the tentacle is a wicked example of a boss fight. Sneak your way around the level, throw a grenade to blow up the planks holding the door and then burn it. Wicked. Or how the huge Alien thing where you have to run away and then call down a mortar to kill it.
And then you get the last boss at the end of the game. Crap and more crap.
On the subject of escort/rescue missions, they're only made worse when the character in question ends up getting killed anyway in the story, often times immediately in the following cutscene. I'd list the examples off the top of my head, but they're already flowing out at too high a volume to pick. Altogether, that's usually just a case of bad gameplay/story segregation, and it doesn't help that I never approve of any game that puts production value over general quality of design on a gameplay standpoint (so yes, I do think Quantic Dreams can go suck it). Really, the last escort mission I ever played that was actually fun was the one in Twilight Princess late in the first 1/3 of the main game.
Last edited by BloodRawEngine on Yesterday at 09:33 AM
Another thing that pisses me off is games where upgrades are key and require exploration for them. It's not the upgrades or exploration of the environment, it's the time when you have two paths and you choose one path and the game locks the door behind you giving no chance ever visit that place again.
The Dead Space games are a prime example of how it's done right. You have the ability to point yourself in the right direction and if you have multiple doors you can go through, just use that ability and go the other way. I have never missed a section in those three games.
This is specific to the 3DS and Wii U 2D Mario games but I hate how the multiplayer doesn't make good use out of having multiple screens and instead forces everyone to share the same perspective. Can be really annoying when you can't see much further ahead or above you when in the singleplayer it's centered completely around your character.
Ever17: The Out of Infinity
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Agreed. A bad boss fight is just a bad boss fight, but I don't think they're outdated.
The Metal Gear franchise was all about the boss fights.. And for action/hack n' slash games, they're kind of a bread and butter selling point (Games like Devil May Cry or Bayonetta. God of War, especially.)
It's very rare for a boss fight to be something other than 'find weak point, hit weak point.' I'm struggling to remember the last boss fight that truly impressed me or felt necessary. Metal Gear Games are good with boss fights, MGS4 was probably the last game I played that had creative boss fights.