Biggest bullshit in a video game

X-ray vision in modern games is pretty bullshit. You know, that thing where you press a button and it highlights enemies through walls, objects and other stuff. In some games there is a gameplay reason I guess, like in Witcher 3 following the scent of a monster or something - fine, that's probably hard to do without having a dedicated 'witcher sense' button.

This shit seems to be in everything now though, even where it has no business being part of the game. Is it just devs trying to idiot proof their games assuming that the player is a dumbass? I just played the Tomb Raider reboot from a few years back and its in the game too. Its never not obvious where to go in that game but the devs still felt the need to give you x-ray vision to highlight ledges and walls you can climb. What a load of shit.
 
Oh, right, biggest bullshit in a video game. Splinter Cell 1, the entire game. It's nothing more than a trial-and-error shitshow sneaking around the environment, playing "Mother may I?" with the developers, trying to find the pipe you're allowed to climb or the door you're allowed to go through, or figure out where exactly the guard's sight cone is so you can sneak by him, or making sure a corpses boot isn't in the light so you don't get an alarm when you hit a checkpoint.

It's at that inflection point in 3D games where the graphics are still fine enough (dated, yes, but not hideous or jittery or sluggish), but the core gameplay itself has not held up at all.
I don't remember Splinter Cell 1 being fun as much as it was being novel, like a reduced sauce of Rainbow 6 and Metal Gear. Chaos Theory was when things really came together.
We put up with it. Everyone seems to love Hitman but playing the first one would probably break newbies.

Something I thought was bullshit but could understand was spawn points in Soulblazer. In Act Raiser you raced around the spawn points to kill what came out of it so they wouldn't destroy the village, in Soulblazeer you just found one in a dungeon and sat there, swording the enemy that came out until you were free to go to the next spot.
 
Oh, right, biggest bullshit in a video game. Splinter Cell 1, the entire game. It's nothing more than a trial-and-error shitshow sneaking around the environment, playing "Mother may I?" with the developers, trying to find the pipe you're allowed to climb or the door you're allowed to go through, or figure out where exactly the guard's sight cone is so you can sneak by him, or making sure a corpses boot isn't in the light so you don't get an alarm when you hit a checkpoint.
It's Save Scumming: The Game but it gave some sort of puzzle feel to it that I liked idk. What I didn't like however, is how I often needed to reload because Sam's accuracy is absolutely terrible. Wanna shoot out the light? Sure, let me miss 5 times in a row to waste bullets. Then succeed on the 6th shot because it was all luck based. Then reload until it only takes you one bullet. Fucking bullshit.

Also fuck the action segments near the end. It was kind of satisfying to complete and you get radio feed of the enemies panicking because you killed their commander dude, but seriously why turn a stealth game into a full blown action level? It works in Metal Gear Solid but in Splinter Cell the game doesn't feel like it was designed for anything action unlike MGS and it's needlessly hard as a result.
X-ray vision in modern games is pretty bullshit.
X-ray vision and tagging enemies. Oh yeah, you looked in their general direction for half a second, now you know exactly where they are no matter where they go, even if they're behind walls, change floors, etc. While you could suppose it make sense in settings like Ghost Recon Wildlands/Breakpoint with all the futuristic smart technology, this gimmick was also present in Ground Zeroes and Phantom Pain, games set in 1975 and 1984 respectively. You could also have a dog that could smell enemies and it would tell you their positions, as if you had a mental connection with it. Your mute sniper girlfriend Quiet could also tell you where enemies were, somehow.
 
but seriously why turn a stealth game into a full blown action level? It works in Metal Gear Solid but in Splinter Cell the game doesn't feel like it was designed for anything action unlike MGS and it's needlessly hard as a result.
The same thing happened in the first Hitman. Maybe escaping on a warthog or jeep isn't such a bad idea...
 
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You could also have a dog that could smell enemies and it would tell you their positions, as if you had a mental connection with it. Your mute sniper girlfriend Quiet could also tell you where enemies were, somehow.
It does feel like something you'd use to represent a squad of networked combat robots, honestly. Which might be an interesting approach -- pay to upgrade your robots, step into a backup unit when you're destroyed...
 
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In Sonic games the whole premise is how you gotta go fast, but then you go fast and the game punishes you for it!! What were they thinking!!!
Just kidding,

I can't get through MGS games, 20 minute dialogue cutscene for every two minutes of gameplay is totally unappealing for me. sorry. The only Metal Gear i liked is Revengeance, that game was sweet

Also, badly placed audio logs. The whole point of them is to not interrupt gameplay, it works if you still have to explore the room or there's time to spare between game events, but why would you give me a 3 minute audio recording with info dump right before i enter a door with a cutscene or a room full of enemies or an npc dialogue that will cut into it?, i won't listen to shit and it sucks having to listen to them again from the menu, just give me a text transcript if you can't space an audio properly.
 
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In Sonic games the whole premise is how you gotta go fast, but then you go fast and the game punishes you for it!! What were they thinking!!!
Just kidding,

I can't get through MGS games, 20 minute dialogue cutscene for every two minutes of gameplay is totally unappealing for me. sorry. The only Metal Gear i liked is Revengeance, that game was sweet

Also, badly placed audio logs. The whole point of them is to not interrupt gameplay, it works if you still have to explore the room or there's time to spare between game events, but why would you give me a 3 minute audio recording with info dump right before i enter a door with a cutscene or a room full of enemies or an npc dialogue that will cut into it?, i won't listen to shit and it sucks having to listen to them again from the menu, just give me a text transcript if you can't space an audio properly.
One big step forward was allowing the audio logs to play while you were doing other things. Gone are the days of the game pausing so you can look at a menu while something of unknown length plays.
 
One big step forward was allowing the audio logs to play while you were doing other things. Gone are the days of the game pausing so you can look at a menu while something of unknown length plays.
I remember the first time i played Doom 3 or the first Bioshock still finding the audiologs so cool but on almost every game that has them they seem overused. Vampire the Masquerade Bloodlines has a pretty cool quest on a mansion and the audiologs are interesting but i remember them always cutting and being badly spaced.

The most annoying version would be "you get called by an npc to your phone or receiver , can move around while the audio plays but cannot interact with anything until it stops". I remember Arkham Asylum having a lot of moments like that, i mean, at that point i'd rather a text dump onscreen, is basically a cutscene but more frustating.
 
While you could suppose it make sense in settings like Ghost Recon Wildlands/Breakpoint with all the futuristic smart technology, this gimmick was also present in Ground Zeroes and Phantom Pain, games set in 1975 and 1984 respectively. You could also have a dog that could smell enemies and it would tell you their positions, as if you had a mental connection with it. Your mute sniper girlfriend Quiet could also tell you where enemies were, somehow.
MGSV takes place chronologically after MGS4, you're just a brainwashed PMC mascot who can't tell the difference between reality and recorded cutscenes played into his head murdering people while thinking it's 1984.
That's essentially irrelevant to the crisis of global x-ray vision proliferation though.
 
X-ray vision in modern games is pretty bullshit. You know, that thing where you press a button and it highlights enemies through walls, objects and other stuff. In some games there is a gameplay reason I guess, like in Witcher 3 following the scent of a monster or something - fine, that's probably hard to do without having a dedicated 'witcher sense' button.

This shit seems to be in everything now though, even where it has no business being part of the game. Is it just devs trying to idiot proof their games assuming that the player is a dumbass? I just played the Tomb Raider reboot from a few years back and its in the game too. Its never not obvious where to go in that game but the devs still felt the need to give you x-ray vision to highlight ledges and walls you can climb. What a load of shit.
When it's items it's slightly justifiable due to how modern game locations are cluttered with details, maybe devs could highlight it better by positioning but it would be tough and no fun if you miss something that's important.

X-ray enemies is just admitting to being badly designed for stealth and the game being made for morons.
 
When it's items it's slightly justifiable due to how modern game locations are cluttered with details, maybe devs could highlight it better by positioning but it would be tough and no fun if you miss something that's important.

X-ray enemies is just admitting to being badly designed for stealth and the game being made for morons.
I'd just make them slightly glow, or illuminate them a little bit in order to pop out at you. I liked how late 90s games had this sort of thing figured out naturally by how objects of interest were generally 3D rendered, and just plopped in the middle of an otherwise prerendered environment.

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When a game gets remade, then any ports of the original version gets scrubbed from digital storefronts. GTA Definitive Edition, Crash Bandicoot N. Sane Trilogy, Spyro Reignited, etc.
Didn't this happen with the Dark Souls games too? I wanted to try them out on PC a while ago and the general consensuses seemed to be that the 'remaster' editions on steam were inferior to the previous versions and you are best off downloading cracked versions of the original releases.
 
When a game gets remade, then any ports of the original version gets scrubbed from digital storefronts. GTA Definitive Edition, Crash Bandicoot N. Sane Trilogy, Spyro Reignited, etc.
Cross play now turned from a pro consumer move to a detriment because of potential hackers and unfair advantage with mouse and keyboard.
 
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X-ray vision and tagging enemies. Oh yeah, you looked in their general direction for half a second, now you know exactly where they are no matter where they go, even if they're behind walls, change floors, etc. While you could suppose it make sense in settings like Ghost Recon Wildlands/Breakpoint with all the futuristic smart technology, this gimmick was also present in Ground Zeroes and Phantom Pain, games set in 1975 and 1984 respectively. You could also have a dog that could smell enemies and it would tell you their positions, as if you had a mental connection with it. Your mute sniper girlfriend Quiet could also tell you where enemies were, somehow.
Your magical Egyptian assassin eagle that tells you where a crocodile is 10 miles away in another province.
 
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