Biggest bullshit in a video game

Lastly, a lot of "new monsters" are re-colors of existing monsters (called Subspecies, sometime Variant). They sometime have a different element and 1 new move. They're advertised as a different enemies. While this could be considered an unpopular opinion because it can be argued that they are technically a bit different, some of those alternate versions aren't different enough and it comes down to laziness. "It uses its tail attack more often and we painted it" is bullshit. Some of them don't have a different attack pattern and are just palette swap.
Early Final Fantasy XI was worse in that they didn't even give you a palette swap. You'd literally be fighting the exact same crab at single-digit n00b levels as at level cap, only the numbers would change. Same appearance, same moves, same behavior except that at some point in the level progression the crabs would be aggro (I think it was the level 50-something Robber Crabs in Kuftal Tunnel that were the first to do this). They did eventually add palette swaps, with maybe one or two new moves. It was a remarkable step backwards for the series in that regard, even all the way back to the very first game on the Famicom they had palette-swapped monsters.
 
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Some people commented this on the avgn review of Castlevania 64 but if you play the game on easy mode, you can only progress halfway and there's no way to progress past the nitro and mandragoria puzzle.

Some games actually stop and make you play on higher difficulties just to see the whole game another example of this are the Sega Genesis games for the punisher and Spiderman.

That wasn't an unusual Konami move.

Remember when there weren't save games so instead of saving a game, you'd write down a giant bunch of letters on a piece of paper and have to enter it to "restore" your game? Some of them were actually coding for things though so you could use them to cheat by making up codes that gave you stuff or moved you ahead.

Oh god Faxanadu and games like that with passwords. The password had many characters and the character set was huge as well, not only upper and lower case. Try to decipher and write down these different characters on a sheet of paper and decipher them correctly later: ' ‘ ’ “
I don't remember the set of character but it was complete bullshit. Good game though.
 
I bitched about this briefly in the Jim Sterling thread, but I fucking hate how MGSV slapped a resources requirement on everything, even stuff that doesn't actually provide any benefit. It's fucking ludicrous that putting Quiet in her army uniform (her best outfit, fight me cowards) costs anything. Want to use that silenced AR with rubber bullets? Pay up bitch. Second level water gun that has slightly more ammo? Gonna cost you. Hell, some of the high level guns that were patched in post launch could straight up bankrupt you of resources because they cost almost as much as a nuke.

It's a blatantly obvious attempt from the devs to fucking blackhole your resources away and incentivize you to pay real money to place insurance on your fake resources so you can keep deploying with your best gear.
 
Ruiner is a fantastic game bloated and slowed down with a story that's incredibly intrusive (why do I need multiple cutscenes to introduce fodder enemies?), keeps stopping to repeat your objective, and is nowhere near as clever as it thinks it is. Someone really wanted to do Spec Ops: The Line where instead you have a waifu constantly talking down on the player for their lack of agency.

Its a fucking twin stick shooter. Speed run mode that snips all this bullshit out should've been the default.
 
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I bitched about this briefly in the Jim Sterling thread, but I fucking hate how MGSV slapped a resources requirement on everything, even stuff that doesn't actually provide any benefit. It's fucking ludicrous that putting Quiet in her army uniform (her best outfit, fight me cowards) costs anything. Want to use that silenced AR with rubber bullets? Pay up bitch. Second level water gun that has slightly more ammo? Gonna cost you. Hell, some of the high level guns that were patched in post launch could straight up bankrupt you of resources because they cost almost as much as a nuke.

It's a blatantly obvious attempt from the devs to fucking blackhole your resources away and incentivize you to pay real money to place insurance on your fake resources so you can keep deploying with your best gear.

That's 100% Konami. Notice Death Stranding as dull and flawed as it is has zero micro transactions.
 
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I hate it in classic Mega Man games when you're about to jump across a pit only for some enemy to pop up from the bottom and smack you, causing you to fall into the hole. You're basically guaranteed to lose a life the first time because there's no way to predict it happening on a given stage.
 
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Vaas from Far Cry 3 was pretty cool too, at least until Ubi decided "hey, what if we make every villain in every subsequent game crazy monologuing assholes and also add boring trip-out sequences that go on for too long and add nothing to the game?"
Yeah that's right, I'm bitter.
Cross-post from TLoU2 thread because it's relevant.
 
The Witcher 2 was shit about that. Lose the fight against Letho and its a game over, win the fight and he defeats you in a cutscene then gloats about it. Don't think I ever chose to kill an NPC so quickly before.

Anyway, Mortal Shell has an optional hard mode where one hit will kill you, but you're given a massive stamina buff. This is perfectly fine and other than a few niggles the game has been well designed enough for it to be generally fair.

What's insane is that every time you die you have to sit there watching a load screen for up to a minute. The fuck is that about? The game world is hardly massive to begin with, and broken up considerably even then, so it turns a minor bump into something that quickly becomes frustrating. Don't make me wait that fucking long to fight a boss that can sweep me aside in no time flat.
 
Yep, Castlevania 64 pulled that on me when i was 8. That was my first horror game and it was pretty spooky for my infant self so it felt really bullshit that i got to beat the scary ass giant bull and it ended abruptly with no Dracula in sight.

The nitro thing were you had to take some explosive to blow up a wall was hard enough to figure out for me when i didn't even speak english well, so it pissed me off knowing i would have to do all that again, i should have not been such a pussy and played normal but i did end up beating it again after that, i never played another game on "easy" ever since, always assumed it was a trap, so i thank the game for teaching me that being a wuss means you don't get a payoff.
I'd say imagine having bought Castlevania 64 for full price back in the day only to think it was broken because you stuck half way through with no way to progress unless you restart on normal difficulty. At least the Spiderman and punisher games I mentioned told you you had to play on hard or normal to see the rest and didn't make you think you got ripped off. But you actually lived through that so no need to imagine.


So someone mentioned this in one of the Chris chan threads but I'm the Simpsons tapped out, if you opt out of buying in game currency you get am image of Maggie crying followed by homer saying "see you made a baby cry." It's one thing to make you buy microtransactions in mobile freemium games but to actually try and manipulate you emotionally to do so? That's beyond shameless.
 
On the first day of Turnabout Goodbyes in the first Ace Attorney, they mention two gunshots but there's only one bullet and one wound in the victim. If you try pointing it out, the game calls you a retard wasting everyone's time and the case is hopeless. You actually have to explain the witness is lying about where she was looking. It's like a red herring but it's fucking relevant and much more blatant to point out.

I've only done the first day so far so idk if the two gunshots are brought back in a later trial. I played the game like 5 years ago but forgot.
 
On the first day of Turnabout Goodbyes in the first Ace Attorney, they mention two gunshots but there's only one bullet and one wound in the victim. If you try pointing it out, the game calls you a retard wasting everyone's time and the case is hopeless. You actually have to explain the witness is lying about where she was looking. It's like a red herring but it's fucking relevant and much more blatant to point out.

I've only done the first day so far so idk if the two gunshots are brought back in a later trial. I played the game like 5 years ago but forgot.

The two gunshots are brought up later, because Larry only heard one, and wound up being way off in the timeframe.
 
Not sure about other remasters, but there's this really shitty thing virtually no one brings up about the God of War 1 and 2 PS3 remasters that honestly make them inferior to the PS2 versions:

In the PS2 versions, you have the option to choose between 4:3 and widescreen; widescreen mode does it in the worst way possible, cropping out the top and bottom of the 4:3 image. The PS3 versions, however, lack this option, being widescreen-only. Surely they changed it so the widescreen actually expands the original game's field of view? Fuck no, it does the same thing as the PS2's widescreen!

I played the first remaster for myself and found several instances of unfair bullshit that were completely fair in the 4:3 PS2 version. Like you know those wolves (among other enemies) that jump at you from a somewhat long range? In the 4:3 PS2 version, their range was just small enough so you could always see them preparing to jump at you; in widescreen, their range is larger than the vertical field of view, meaning they can and will jump at you from the top or bottom without warning. Again that's just one of the numerous cases that show the game was meant to be played in the original 4:3. Didn't bother replaying the second one, despite considering it even better than the first, because of how much new fake difficulty I had to deal with in what was originally a near-perfect game.

So yeah, if you want to play God of War 1 and 2, get the PS2 versions. They're even among the few PS2 games that support 480p.
 
Not sure about other remasters, but there's this really shitty thing virtually no one brings up about the God of War 1 and 2 PS3 remasters that honestly make them inferior to the PS2 versions:

In the PS2 versions, you have the option to choose between 4:3 and widescreen; widescreen mode does it in the worst way possible, cropping out the top and bottom of the 4:3 image. The PS3 versions, however, lack this option, being widescreen-only. Surely they changed it so the widescreen actually expands the original game's field of view? Fuck no, it does the same thing as the PS2's widescreen!

I played the first remaster for myself and found several instances of unfair bullshit that were completely fair in the 4:3 PS2 version. Like you know those wolves (among other enemies) that jump at you from a somewhat long range? In the 4:3 PS2 version, their range was just small enough so you could always see them preparing to jump at you; in widescreen, their range is larger than the vertical field of view, meaning they can and will jump at you from the top or bottom without warning. Again that's just one of the numerous cases that show the game was meant to be played in the original 4:3. Didn't bother replaying the second one, despite considering it even better than the first, because of how much new fake difficulty I had to deal with in what was originally a near-perfect game.

So yeah, if you want to play God of War 1 and 2, get the PS2 versions. They're even among the few PS2 games that support 480p.
Something else that's bizarre is that there are strange glitches that only occur in the PS3 version and not the original. The biggest one to me was the Minotaur boss fight in the first game. If you stand on the ledge all the way in the back, the Minotaur punches it causing lava to flow up and hurt you. You're supposed to jump as he's winding back for the punch to avoid the lava, but in the PS3 version, you take damage well before he actually strikes the platform. The animation is basically broken, so you have to jump before you're supposed to. Even if you never played the games before, it's obviously not working as it's supposed to. It's an obscene oversight and it made the boss so much more frustrating.
 
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Not sure about other remasters, but there's this really shitty thing virtually no one brings up about the God of War 1 and 2 PS3 remasters that honestly make them inferior to the PS2 versions:

In the PS2 versions, you have the option to choose between 4:3 and widescreen; widescreen mode does it in the worst way possible, cropping out the top and bottom of the 4:3 image. The PS3 versions, however, lack this option, being widescreen-only. Surely they changed it so the widescreen actually expands the original game's field of view? Fuck no, it does the same thing as the PS2's widescreen!

I played the first remaster for myself and found several instances of unfair bullshit that were completely fair in the 4:3 PS2 version. Like you know those wolves (among other enemies) that jump at you from a somewhat long range? In the 4:3 PS2 version, their range was just small enough so you could always see them preparing to jump at you; in widescreen, their range is larger than the vertical field of view, meaning they can and will jump at you from the top or bottom without warning. Again that's just one of the numerous cases that show the game was meant to be played in the original 4:3. Didn't bother replaying the second one, despite considering it even better than the first, because of how much new fake difficulty I had to deal with in what was originally a near-perfect game.

So yeah, if you want to play God of War 1 and 2, get the PS2 versions. They're even among the few PS2 games that support 480p.
Both the PS3 and PS4 versions of God of War 3 have the invincibility glitch. Basically set the game to the highest difficulty and you're unable to die for the rest of the game if you get killed right at the start.
 
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