Biggest bullshit in a video game

Oh wow that triggered my hate for the AssCreed optional objectives that are far tougher than the mission itself. Like it could be used well to add a bit of challenge or make you search a level a bit more, but most missions it's some arbitrary bullshit you'll bother yourself instead of doing the actual objective.
It's also a wonderful example of how upgrading your character can make things absurdly difficult, with zero way of undoing thise upgrades. You can always learn the route of an NPC you're chasing, commit to memorising a quick path when against the clock...but there's fuck all you can do if your wimpiest attacks completely obliterate enemies you're otherwise supposed to weaken.
 
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I'm sick of games with collectables where they're put in really obvious places, but just out of reach and only accessible by performing a certain button mash combo and jumping off a very specific two-pixel area of a nearby ledge. There was one in the DMC Devil May Cry DLC where you had to get an upwards combo by attacking an enemy on the ground, then jumpstepping off an enemy over a high wall to collect a health cross fragment. So first you'd need to lure an enemy over close enough to the wall, then upwards combo them to launch you both into the air, and then grapple another enemy and jump off them, all in the space of a few seconds. Bear in mind- the enitre level is a big bubbly flesh coloured mess so you can't even see the enemies that well on the ground and there's constantly shit flying through the air. If you fucked it up and killed the enemies you were supposed to be jumping off (which, at this stage, were about as sturdy as wet cardboard), you had to relaunch from a checkpoint and try again.

The one that got me recently was in Blasphemous where there's a rosary bead right there on a ledge, but it's just a shade too far away so you have to do a fiddly jump combo that literally never comes up again in the main game, all the while fireballs are spitting at you from the ground. It's a lazy way to make the player work for collectibles without going to the trouble of hiding them properly. Collectible hunting should be a way to explore and flesh out the world, not an exercise in frustration. I think devs do it just to piss off people who like to get 100%.
 
What bugs me about the Malibu Fromage fight isn't that it's hard, it isn't. It's just so damn long
He's just waiting out the clock. What's the point of those long-ass cutscenes if none of his forms are that hard?
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Remember End of Day 5 on Liberty Island? That boss has like 28 different forms, unskippable cutscenes, cheap attacks, and a bullshit save trap. F*ck that kid.
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No.

In fact, despite 0 adding a bunch of new lore, and Kiwami adding a fuckton of new scenes expanding on things, the ending of the game seems to outright forget all that, and act like it's still just going off the original.

It makes all the new shit feel entirely pointless to be honest.
It's a good remake in storytelling. There's references with 0 in some substories, and Majima Everywhere System being the other part, but nothing changing entirely the feel of the first game.
One good point is having the side part of the story with those Nishiki scenes. Those aren't part of the original game.
Kiwami 2 is just ike that, and the cabaret side-story is the other reminder of 0. Those things are subtle and at least i'm confortable those games not forgetting Yakuza 0.
That's the thing of those remakes; writers really wanted to don't throw off the original games and wanted to expand quietly the experience of the others game in those.
 
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One good point is having the side part of the story with those Nishiki scenes. Those aren't part of the original game.
They're the problem I was talking about. The ending doesn't acknowledge them at all, and just acts like Nishiki became evil because of his inferiority complex, and because he got cucked.

No mention of his sister dying, and everyone treating him like absolute shit. Just getting cucked and being stuck inside Kiryu's shadow. Why have the cutscenes if what happens in them is not even gonna be mentioned later on even though it's supposed to be a big part of him becoming a villain?

It just makes all the depth, potential, and humanizing they gave him feel pointless which honestly really sucks because the cutscenes along with all of 0 really were a huge boost to Nishiki's character.
 
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They're the problem I was talking about. The ending doesn't acknowledge them at all, and just acts like Nishiki became evil because of his inferiority complex, and because he got cucked.

No mention of his sister dying, and everyone treating him like absolute shit. Just getting cucked and being stuck inside Kiryu's shadow. Why have the cutscenes if what happens in them is not even gonna be mentioned later on even though it's supposed to be a big part of him becoming a villain?

It just makes all the depth, potential, and humanizing they gave him feel pointless which honestly really sucks because the cutscenes along with all of 0 really were a huge boost to Nishiki's character.
Yeah, i can understant that point. But like i said, those scenes are post-original release (with all his arc in Y0). We, the players, know one of the main reasons (his sister) why he becomes bad. I'm sure isn't necessary if the point of Kiwami 1 & 2 is showing again two earlier plots in the franchise. It's more a thing fans of the franchise gonna like more than newcomers.
And like i said before, they're not touched the entire plot directly... as far i can remember, i played both games at least.
I took those scenes more like Nishiki really being beaten by the world he's forced to take after the incident with Dojima. His sister dying is one of the main factors of why he simply changes in a bad way, and adding that grief about letting Kiryu rotting in jail (i'm sure is one of the first scenes about Nishiki's past after 1995 and before 2005) is relatable... for me at least
 
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Yeah, i can understant that point. But like i said, those scenes are post-original release (with all his arc in Y0). We, the players, know one of the main reasons (his sister) why he becomes bad. I'm sure isn't necessary if the point of Kiwami 1 & 2 is showing again two earlier plots in the franchise. It's more a thing fans of the franchise gonna like more than newcomers.
And like i said before, they're not touched the entire plot directly... as far i can remember, i played both games at least.
I took those scenes more like Nishiki really being beaten by the world he's forced to take after the incident with Dojima. His sister dying is one of the main factors of why he simply changes in a bad way, and adding that grief about letting Kiryu rotting in jail (i'm sure is one of the first scenes about Nishiki's past after 1995 and before 2005) is relatable... for me at least
See, I think the entire situation could've been fixed if he just mentioned it to Kiryu once.

Like when they reunite at Serena, just have him tell Kiryu what happened to his sister. It doesn't have to be a big, drawn-out thing, it just has to be mentioned to Kiryu because I'm pretty sure he doesn't even know she died, even at the end of actual game. Honestly, Nishiki not telling Kiryu, even after his transformation, just feels a little out of character for him, too.

Him never mentioning it to him, not even at the end, is just jarring. It just feels like the developers forgot that it happened. Especially when Nishiki's chooses to focus on Yumi liking Kiryu more than him instead of it despite the fact that the Yumi should've been the least of his problems.
 
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Doom 3's monster closets and dogshit shotgun.

Monster closets could be excused if done once in a while to build suspense but done in every motherfucking room kills any tension the game tries to build because you know the dev is going to scream GOTCHA at you again in 2 seconds like he did for all 7 hours of gameplay.

And having a shit shotgun, especially in an FPS like DOOM, is an unforgivable vidya sin.
 
So for Christmas I decided to spend a whopping 15 euros for Mortal Shell, another souls-like game that came out a year ago, and is now for sale during the Christmas season. So I go in thinking "this should be easy, I played DeS, DS 1-3, Bloodborne, Nioh and Sekiro." LOL no.

So the mechanic of this game is that your character inhibits the corpse of others like a shell (hence Mortal Shell) and once you get killed the first time, you get ejected out of the shell with basically 1 health point and have to get back into it to restore. Problem, when you are knocked out you are also knocked down, and the number of times where a wayward arrow or mob takes a swing while I can't do anything but wait for my character to get up... That's annoying.
Everything about the game feels so... clunk. It's legitimately a chore to play.

And I beat DS2 in less than 50 hours, which itself felt like it took an eternity and wasn't enjoyable at all.
 
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Everything about the game feels so... clunk. It's legitimately a chore to play.

And I beat DS2 in less than 50 hours, which itself felt like it took an eternity and wasn't enjoyable at all.
It's alright so far. It's more Bloodborne than it is Dark Souls with the harden mechanic and the way parries work. I'm enjoying it so far, which is what matters to me.

DS2 had some bullshit at launch before they patched it. Between the Shrine of Amana spellcasters having their spells track really well, and having to dodge the spells in water which may have insta death cliff drops, to those hammer guys in the dragon shrine with their endless attacks that don't have any time to reset, making them stamina and health buzzsaws. That was a very frustrating experience, and not in a "well I need to get good" way.
 
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Doom 3's monster closets and dogshit shotgun.

Monster closets could be excused if done once in a while to build suspense but done in every motherfucking room kills any tension the game tries to build because you know the dev is going to scream GOTCHA at you again in 2 seconds like he did for all 7 hours of gameplay.

And having a shit shotgun, especially in an FPS like DOOM, is an unforgivable vidya sin.
And that's why Doom 2016 was such a wonderful blissful return to the usual 'Kill every motherfucker in this room' concept.
 
Latency related deaths are a huge annoyance for me in many multiplayer games. Especially when you have already ran around a corner into cover but the enemies bullets still somehow connect. Its a huge pain in the ass especially for games like EFT, where stupid shit like that can cost you alot of your gear or to fail a quest
 
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The sheer amount of collectibles in Breath of The wild is pure dragged out bullshit. I don’t want to collect over 800 korok seeds to have a good time and explore the world, I’d rather have there be more more variation like maybe discovering unique shrines or a tally for all the treasures you find instead of 900 of the same repetitive, boring collectible throughout the whole world. This defiantly is the biggest offender of The Nintendo ‘collect-a- thon’ branch of open world games that seem to be the main focus of modern games now, honestly the amount of padding through mindless collectibles puts Donkey Kong 64 to shame.

I wish Nintendo would stop feeling they need to pad otherwise great games with huge amount of the same grinding for x amount of stuff, it’s uneccesary and really drags these games down, makes it seems like they don’t have enough confidence in these open worlds interest with players so they need to fill it up with as much crap as possible to prevent them feeling empty. They should just focus more on different and interesting enemies and locales then having lots of junk to find, so repetitive and frustrating.
 
Hadern's last boss fight from Mortal Shell. So for this game which I mentioned earlier, to unlock a new weapon you have to beat a mirror match styled boss called Hadern for each weapon. This is fine. Once you collect all the weapons and shells (pretty easy and possible to do early without going into any of the dungeons) you can fight him one more time at the hub. This is where bullshit starts.

So he's now a boss with 2 phases and 2 health bars, one where he dual wields katanas, another where he uses an axe, nothing special for souls like games. No, what makes it bullshit is the I-frames he has on his dodges in form 2 with the axe. He can and will dodge out of every attack he does. If you stand there and harden to block an attack and then attack, the short lag between you unhardening and you attacking is enough for him to dodge, and he does this every, single, time. The only consistent attack that lands is the sprinting jump attack after you block an attack.

What's that? Just parry him? Good luck. There are unparryable attacks in this game. His unparryable attacks in his second form are both fast enough to be hard to react to, but also slow enough that you can't parry spam. He can attack in a 3 or 4 string and some of those are unparryable, some of those are parryable. He, like you, can also harden, which means that he freezes mid animation, turning to stone and can block one attack, before unfreezing and continuing the animation. Thought you had the timing down? Too bad. Just wait till he unfreezes to parry? Turns out the attack is an unparryable. Just trade with him bro? He hits much harder, so each trade is a loss.

There are fast bosses in souls borne games, and then there is this. He is impossible to hit clean unless you get the parry, which is hard as hell. Just... Annoying to fight.

Edit: Finally killed this fucker using the lamest strategy possible. Use the low heath-high stamina shell, equip the very long Martyr's Blade, use the strong - light - light chain from far enough away to poke at him without letting him get close, where I am just outside the range where he normally reacts to the attacks with a dodge, or if he does backstep, the light attack thrusts still poke him.

It's been a very long time since I've had to cheese a souls like boss. This was one. I also discovered he had a really annoying, bullshit attack in his first dual katana form. He holds one reverse grip, the other forwards. One of his strings start with him quickly winding up for an attack with the forward facing katana, at the same frame, he brings the reverse grip with it, which hits you. It's literally unreactable. I have swung at him with the speed weapon in previous attempts, be about halfway through the attack animation, and that reverse sword swing starts and hits first. I don't think I have seen a more cheap attack in a soulsborne game before.
 
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The final boss of BOTW is such a pisstake. In normal mode it's just a flat out dissapointment after Hyrule Castle (best dungeon in the game imo), but in Master Mode it's a complete chore unless you spam Urbosa's fury, which just feels cheap. The end phase where you're riding around shooting the big glowing circles is even worse, the riding controls are clunky as hell but the big fucker moves so slowly that you have to have fucked up pretty badly to get stomped on.

I think it felt so hollow because Ganon had no personality or presence, he was just kinda there and then you kill him and that's it. The tension's all gone because the game doesn't punish you for taking ages to get to the castle, so the idea of having him being a big scary existential threat falls flat after a few hours of play. The bosses were probably the worst part of the game, they were so boring. I get what they were going for, but they just didn't have the charm of older games. Still not as bad as the slug thing from Skyward Sword, though.
 
Fire Emblem Fates was shit for a ton of reasons including plot, characters, dialogue, pricing, an early example of sjws intentionally badly mistranslating a Japanese game, ect.

The biggest bullshit though is when rom hackers started digging into it they found that Intelligent Systems for whatever reason added a hidden global modifier that gave a -10% hit rate to all friendly units and a +10% hit rate to all hostile units. And this was a hidden modifier so the displayed hit rates were inaccurate. If your unit had a 75% chance to hit it was actually around 60-65%. That's huge for a strategy game and it makes those games really frustrating to play on hard or nightmare.
 
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>gets Sonic Lost World for christmas even though it was never asked for
>"eh fuck it, i've always wanted to try it out anyways"
>half hour in, realize it's one of THOSE games that needs a guide to complete
>this is because red rings are an absolute MUST in this game in order to get the chaos emeralds
>getting a bit annoyed after an hour playing because Sonic feels stiff as fuck
>lose a fuck-ton of lives because of it, but you get so many, it hardly matters
>get's up to Frozen Factory Zone 2, you're a literal snowball playing a worse version of super monkey ball
>Last red ring is in a billard-themed area, the 2nd of the two in this zone. You have to get all 9 balls in or you won't get the ring
>"ok no big deal"
>miss 1 ball
>can't sucide to try again
>forced into a checkpoint
>realize I have to do the whole fucking zone all over again
>turn game off and walk away.

I'm debating whether or not to touch it again.
 
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