Biggest bullshit in a video game

Good to know I wasn't the only child traumatized by this shit.
The next two levels are piss easy, followed by "Hakuna Matata", a wide-awake nightmare of waterfalls and logs that vanish as you ride them.

Then comes a tutorial, where you get accustomed to being Adult Simba, before being spit-roasted in a volcano which isn't in the movie.

Ninja Gaiden is fairer in some ways.
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Mass Effect's paragon/renegade alignment system. I don't have a problem with it conceptually, I think it's far better than KOTOR's light/dark system and the mass effect trilogy wouldn't be nearly as good without it (especially the interrupts which I wish games would copy). My problem lies with how broad and inconsistent it is. Paragon is fine, it's your pretty standard superhero/interstellar good guy stuff.

Renegade is where the game goes schizo and can't decide what it actually means to be a renegade. Sometimes its ends justify the means or humanity first nationalism but other times it pulls a KOTOR and has Shepard just be a massive asshole to his/her friends for no discernable reason or go full sadistic psychopath with no real indication of what a red dialogue choice or interrupt actually does. It also doesn't help that renegade radically changes between games. I guess this was fine with the original releases because they were years apart, but the legendary edition basically turned the trilogy into one super long game and the tonal whiplash and inconsistency becomes really glaring. I suppose this is tame compared to some of the other posts in this thread, but it still anoys me to no end.
 
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Sonic 3. Had a hard time with the carnival night zone barrels. Didn’t realize I just had to push up and down.
His speed and variety made him popular with the masses. But there's a reason why you don't introduce new obstacles in each level and then forget about them.
 
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Rented Sonic 3 in 1994.

had a hard time. With the carnival night zone barrels. Didn’t realize I just had to push up and down.

His speed and variety made him popular with the masses. But there's a reason why you don't introduce new obstacles in each level and then forget about them.
Also didn't help that jumping on the barrels kinda works which tricks you into thinking your timing is just shit
 
You know, Sandopolis was the closest I ever came to ragequitting Sonic. Take too long to hit the lightposts, and those fucking Boo Buddies go aggro and lunge from all directions.

And the sand keeps rising until it crushes you against the ceiling.:stress:
 
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Mass Effect's paragon/renegade alignment system. I don't have a problem with it conceptually, I think it's far better than KOTOR's light/dark system and the mass effect trilogy wouldn't be nearly as good without it (especially the interrupts which I wish games would copy). My problem lies with how broad and inconsistent it is. Paragon is fine, it's your pretty standard superhero/interstellar good guy stuff.

Renegade is where the game goes schizo and can't decide what it actually means to be a renegade. Sometimes its ends justify the means or humanity first nationalism but other times it pulls a KOTOR and has Shepard just be a massive asshole to his/her friends for no discernable reason or go full sadistic psychopath with no real indication of what a red dialogue choice or interrupt actually does. It also doesn't help that renegade radically changes between games. I guess this was fine with the original releases because they were years apart, but the legendary edition basically turned the trilogy into one super long game and the tonal whiplash and inconsistency becomes really glaring. I suppose this is tame compared to some of the other posts in this thread, but it still anoys me to no end.
It wouldn't have been nearly as bad if the dialogue options weren't also changed so radically as well. The way you could improve dialogue checks in ME1 meant that you could roleplay with that system (I.e put points in charm and pick renegade story options abd vice versa to create a mix between a smooth talking douche and a gruff asshole out to save people). Tying your dialogue checks directly to the meter fucked things up however to where you have to go full renegade or paragon to get all the available choices. So if you want Shepard to not just be an asshole but to be an effective one, you had to go full asshole in ME2 and 3.
 
"All PC gamers are thieves!" - Ubisoft

Some see gaming as an extension of venture capital. So you get all these weird side hustles.

I loved it when someone cracked open the .EXE for the first ass creed game when they finally said "Look ma, no DRM!" and put it up for sale on Steam. Turns out they just took the nocd hack from some cracking group.

ubisoft sucks.
 
It wouldn't have been nearly as bad if the dialogue options weren't also changed so radically as well. The way you could improve dialogue checks in ME1 meant that you could roleplay with that system (I.e put points in charm and pick renegade story options abd vice versa to create a mix between a smooth talking douche and a gruff asshole out to save people). Tying your dialogue checks directly to the meter fucked things up however to where you have to go full renegade or paragon to get all the available choices. So if you want Shepard to not just be an asshole but to be an effective one, you had to go full asshole in ME2 and 3.
Not really. I replayed the originals when the remake was announced and in 2 you can go half and half and get most checks. I believe the only check I couldn't make in 2 was the renegade option in the Legion vs Tali argument (Paragon was available as that check is a bit easier).

As for ME3 that's literally not how it works. Reputation matters, not individual paragon/renegade points.
 
You know, Sandopolis was the closest I ever came to ragequitting Sonic. Take too long to hit the lightposts, and those fucking Boo Buddies go aggro and pounce from all directions. On top of that, sand keeps rising until it crushes you against the ceiling.

I guess "Sonic Drowning Music" is more engrained in meme culture.
It's worse in Knuckles' version. Since it (likely) takes place after Sonic's, the ghosts are already out when the level starts, plus the level is pitch black at the start. So if you aren't paying attention the ghosts will IMMEDIATELY swoop in and hit Knuckles when he has no rings.
 
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Not really. I replayed the originals when the remake was announced and in 2 you can go half and half and get most checks. I believe the only check I couldn't make in 2 was the renegade option in the Legion vs Tali argument (Paragon was available as that check is a bit easier).

As for ME3 that's literally not how it works. Reputation matters, not individual paragon/renegade points.
My bad. I forgot about ME3. I feel my point still stands on ME2 though, if only on New Game + where I'm pretty sure the checks would require more points.
 
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the checks would require more points.
Actually this is where ME2's morality system turns into a fucking mess.

See, it's not actually based on the points you accumulate, but rather the percentage of your overall paragon/renegade score. So if a check is looking for a 75% renegade score, it's looking if 75% of your total score consists of renegade points. It's really confusing, and it's how you can fail speech checks even with high scores. To name an example, Zaeed's mission requires a high paragon score if you do the paragon path and want his loyalty. It's ironically better to do it early on because if you do it later you might have that small percentage of renegade actions prevent you from passing the check.

None of this is adequately explained in-game either, I only found out thanks to the wiki. It certainly explains why the morality system can be weird and inconsistent across various playthroughs, especially in contrast to 1 and 3.
 
Actually this is where ME2's morality system turns into a fucking mess.

See, it's not actually based on the points you accumulate, but rather the percentage of your overall paragon/renegade score. So if a check is looking for a 75% renegade score, it's looking if 75% of your total score consists of renegade points. It's really confusing, and it's how you can fail speech checks even with high scores. To name an example, Zaeed's mission requires a high paragon score if you do the paragon path and want his loyalty. It's ironically better to do it early on because if you do it later you might have that small percentage of renegade actions prevent you from passing the check.

None of this is adequately explained in-game either, I only found out thanks to the wiki. It certainly explains why the morality system can be weird and inconsistent across various playthroughs, especially in contrast to 1 and 3.
Honestly, you'd also need a writing team that is able to take both the "soft" and "hard" routes all the way to their beneficial and detrimental ends. "benevolent soft" and "malevolent hard" are the easy ones, really - you have your industry-standard all-loving hero and baby-eating villain, things that people tend to understand with no prompting, but it's a lot harder to write those the other way around. Jade Empire tried to do something like that, admitting in-setting that the "good" and "bad" philosophies aren't always so clear cut (an Open Palm practitioner might let a magistrate continue to treat his servants like chattel slaves because it's not in their station to question their betters, while a Closed Fist practitioner may be willing to help a merchant being ambushed on the open road because there's no way an untrained peon can fight off an entire gang of thugs), but they couldn't deliver on that in the game itself, and fell into the classic light/dark dichotomy.

You'd need to give full thought to the player being not only a shining savior or a fiendish conqueror, but also a tradition-bound tyrant or an exacting, forceful taskmaster that cares for those under their charge.
 
I heard that Project Cars 3, which came out a few months ago received a lot of negative backlash because it was changed from a sim racer to something much more arcadey (like NFS Shift).

But instead of just releasing it as a spin-off, it was released as the official sequel despite the series having always been a sim racer.
 
Whoever decided that games should let you get fucking ganked by some nearby aggro'd mobs during a cutscene should have their computer revoked. Had it happen to me twice in Genshin Impact. First time got me killed and I was on my last living character so I was forced to respawn, but the second time just made me laugh as my character went off-screen because of a couple of hilichurls.
 
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It's worse in Knuckles' version. Since it (likely) takes place after Sonic's, the ghosts are already out when the level starts, plus the level is pitch black at the start. So if you aren't paying attention the ghosts will IMMEDIATELY swoop in and hit Knuckles when he has no rings.
You misremembered a bit. Sandopolis 2 is still probably the worst level in the game though.
 
You know, Sandopolis was the closest I ever came to ragequitting Sonic. Take too long to hit the lightposts, and those fucking Boo Buddies go aggro and pounce from all directions. On top of that, sand keeps rising until it crushes you against the ceiling.

I guess "Sonic Drowning Music" is more engrained in meme culture.
Act 2 (or Sandopolis, in general) has to be one of those cases where a casual player just Time Overs because the stage is just too damn long, especially if they miss that jump on the sand slide. And speaking of that, I had a Sonic Collection game for the DS as a kid. I played S&K, and by the time I got to Sandopolis, Act 2, I felt as if the game was bricked, on some DSP "nothing I can do" mentality.

I symbolize that stage with Hell, and the music fits. It's one of my favorite stages just because of the memories, and finally getting through it once I became more proficient and competent.
 
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