Biggest bullshit in a video game

yeah, like the fucking bed of Chaos from Dark Souls where the game suddenly decides a platforming boss in a game clearly not designed for it was a good idea, at least the devs had the decency to make your progress "save" so you don't actually have to redo each platforming section if you die.
What fucking platforming? Since when avoiding collapsing parts of the floor counts as platforming?
 
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Since when avoiding collapsing parts of the floor counts as platforming?
Forever, I guess. Or at least 1994 because this is the first game that came to mind.
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What fucking platforming? Since when avoiding collapsing parts of the floor counts as platforming?
Depending on if you do the left side or right side first, there is 1 or 2 required jumps. They aren't hard jumps, but its bullshit that you have to line yourself up by looking down and still keep an eye on the boss above you trying to swat you into the holes he's made.
 
Depending on if you do the left side or right side first, there is 1 or 2 required jumps. They aren't hard jumps, but its bullshit that you have to line yourself up by looking down and still keep an eye on the boss above you trying to swat you into the holes he's made.
You can literally walk around the holes, or just use the bow to shoot at the glowing orb thing..

Here's a video from 11 years ago where a dude uses a path to go around the holes, clearly visible one mind you, and beats the boss


Forever, I guess. Or at least 1994 because this is the first game that came to mind.
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One of these is actual platforming. The other is simply running as the ground collapses beneath you (which is not even what the BoC fight is about, and not something that was in that fight)
 
You can literally walk around the holes, or just use the bow to shoot at the glowing orb thing..

Here's a video from 11 years ago where a dude uses a path to go around the holes, clearly visible one mind you, and beats the boss



One of these is actual platforming. The other is simply running as the ground collapses beneath you (which is not even what the BoC fight is about, and not something that was in that fight)
I legit never noticed there was an actual path you can follow to avoid the stupid jumps, still the least fun boss fight in the game for me at least
 
In Resident Evil 5. the second Uroboros fight at the end of Chapter 5-2. The goal is to get it to expose its 4 glowing weak spots, since that's the only real way to damage and kill it. You do so by either using fire or explosions while also shooting off its arms to stop it from attacking you. There's a rechargeable flamethrower you use, three gas canisters you can knock down and shoot while the monster tries to absorb it, a few incendiary grenades to toss at the monster, and you can also use the flame rounds you pick up just before the fight if you decide to bring the grenade launcher.

Sounds straight-forward and manageable like in Chapter 1-2?

Nope. For some fucking reason, this monstrosity is real stingy with when it decides to expose its weak spots and even that's only for a few seconds. The only consistent and guaranteed way to get them to pop out is to use the three gas canisters. The flame rounds can also work, but it feels like the monster can straight up ignore the blasts half the time. When those inevitably run out, you're effectively SOL.

The flamethrower? The most it seems to do for me is stop the monster from moving, not getting it to expose its weak spots unless the planets align, and shooting its arms and head off just causes it to ignore the fire and phase somewhere else. Incendiary grenades? While it might have exposed the monster's weak spots once or twice, I honestly don't know if they actually do anything on their own asides from generally damaging it.

But you have bullets, right? Just stock up on ammo and shoot the boss like crazy and it'll eventually die! What's that, you have an online co-op partner? Bonus points!

Also nope. Even on fucking Amateur (aka Easy), this thing is a goddamn bullet sponge. Even if you land the majority of your shots on the precious few times the monster's weak spots are exposed, it just won't die. I've only managed to shoot the fucker to death without running out of ammo once and that was on Amateur with a coop partner and we were running very low by then. Every other time, me and my online partners did run out of ammo and incendiary grenades, forcing us to use our shitty knives. Unsurprisingly, the knives does very little damage and we eventually died.

Thank Christ the rocket launcher exists so you can end the fight in five seconds. Unless you knew that ahead of time and could afford it, how the fuck are you supposed to beat it in a way that isn't a complete crapshoot? Literally none of the bosses before and after this were this hard and outright required the most powerful weapon in the game.
 
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You have to admit, it's a pretty impressive feat to take a game where the only change fans want from year to year is a roster update, and somehow you actually manage to damage the game's technical infrastructure. At least during the PS2 era, they just marginally improved the graphics engine every year.
Madden actually used to find little subtle things to change year to year and make the games better somehow. That ended a long time ago and I haven't played any of the past three years, but it was true at one point. I think maybe up until around 2014 they were finding new things to add.
 
In Resident Evil 5. the second Uroboros fight at the end of Chapter 5-2. The goal is to get it to expose its 4 glowing weak spots, since that's the only real way to damage and kill it. You do so by either using fire or explosions while also shooting off its arms to stop it from attacking you. There's a rechargeable flamethrower you use, three gas canisters you can knock down and shoot while the monster tries to absorb it, a few incendiary grenades to toss at the monster, and you can also use the flame rounds you pick up just before the fight if you decide to bring the grenade launcher.

Sounds straight-forward and manageable like in Chapter 1-2?

Nope. For some fucking reason, this monstrosity is real stingy with when it decides to expose its weak spots and even that's only for a few seconds. The only consistent and guaranteed way to get them to pop out is to use the three gas canisters. The flame rounds can also work, but it feels like the monster can straight up ignore the blasts half the time. When those inevitably run out, you're effectively SOL.

The flamethrower? The most it seems to do for me is stop the monster from moving, not getting it to expose its weak spots unless the planets align, and shooting its arms and head off just causes it to ignore the fire and phase somewhere else. Incendiary grenades? While it might have exposed the monster's weak spots once or twice, I honestly don't know if they actually do anything on their own asides from generally damaging it.

But you have bullets, right? Just stock up on ammo and shoot the boss like crazy and it'll eventually die! What's that, you have an online co-op partner? Bonus points!

Also nope. Even on fucking Amateur (aka Easy), this thing is a goddamn bullet sponge. Even if you land the majority of your shots on the precious few times the monster's weak spots are exposed, it just won't die. I've only managed to shoot the fucker to death without running out of ammo once and that was on Amateur with a coop partner and we were running very low by then. Every other time, me and my online partners did run out of ammo and incendiary grenades, forcing us to use our shitty knives. Unsurprisingly, the knives does very little damage and we eventually died.

Thank Christ the rocket launcher exists so you can end the fight in five seconds. Unless you knew that ahead of time and could afford it, how the fuck are you supposed to beat it in a way that isn't a complete crapshoot? Literally none of the bosses before and after this were this hard and outright required the most powerful weapon in the game.
The flamethrower does low DPS damage and is the unlimited ammo way to legit weaken him. All the other ways you mentions are better at it and are meant to be used before using the flamethrower. Also, at this point in the game, you should have a leveled up magnum or rifle, so if you're not using either of those, you're not doing enough damage.
 
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The flamethrower does low DPS damage and is the unlimited ammo way to legit weaken him. All the other ways you mentions are better at it and are meant to be used before using the flamethrower. Also, at this point in the game, you should have a leveled up magnum or rifle, so if you're not using either of those, you're not doing enough damage.
I’m aware of that. My rifles, shotgun, and my one pistol that had 480 firepower (around the same as a shotgun IIRC) were fully upgraded. Even when me and my partner do the right strategy, it takes forever and it still feels like we’re doing it wrong.
 
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Madden actually used to find little subtle things to change year to year and make the games better somehow. That ended a long time ago and I haven't played any of the past three years, but it was true at one point. I think maybe up until around 2014 they were finding new things to add.
People have been saying that exactly nothing has changed in the EA sports games year over year, it's been going on from 1995 until now. Just ignore them, they're sport-Sarkeesians.

I can't remember that Ourobouros fight in RE5 so we probably didn't have a problem with it. The only boss we had a problem with was Jill because my co-player kept shooting her in the face with every weapon available in the game.
 
New Modern Warfare II's Legendary, It's no World at War but it seems the game expects you ass to be superhuman reaction time because the game loves having you lead when clearing area or the like and as soon as a pixel of you is in the AI's line sight, they'll air you out. Also fuck the armored enemies.
 
Goddamn submarines with their homing torpedos & aircraft carriers in World of Warships.
The game is mostly fun but I've relegated myself to only playing the PVE operations since I've had a game with 3 submarines & 2 aircraft carriers on each team in a game while playing a heavy cruiser.
It was bad enough with just aircraft carriers, which were made more opressive when AA guns were totally neutered to where it only means something if you're clustered with half your team.

I don't understand how in a mostly PVP game about ship-to-ship combat they'd go out of their way to implement not just one but two of the ship classes historically most dominant since their respective inceptions. I don't give a shit if it's historically accurate that CV's & subs bully the shit out of everything else, accuracy=/=fun especially in such an arcady game as WOWS.
There's the historical accuracy argument, but then at the same time, AA guns on ships should by all accounts do more than just tickle the balls of the different pilots lightly.
 
When there is a crossroads in the location and if you unknowingly choose the path of the plot, you are thrown out of the location.
That is infuriating because to me it seriously slows down the game when trying to peek around a corner or down a cave trying to figure out which is the path with extra health/money/goodies and which one locks you into a cutscene and then prevents you from going back.
 
I remember the final boss in Drakengard 3. An absolutely fucking hilarious troll but that took me a few days because it was so retardedly difficult.
Say what you will about Megaman being BS difficulty, at least it learned. The only difficuty DS has is "Wow look there's an enemy that you had no way of knowing about sniping you way across the room and pushing you into an death trap" or who could forget the intricate and overused "Would it be super fun if this boss who's attacks can all be blocked by a shield had a magical, unblockable, hard to predict attack that kills the player instantly". And it does it for every single room and every single fucking boss. Miles ahead.

In my experience Touhou shmups have a somewhat consistent difficulty curve and no cheap shots. You will never get struck by a bullet you can't see or can't avoid.
And yet people still love and play soulsborne games. (Including myself)

I would agree with you though if we’re talking about blight town, because that was a complete troll.
 
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I recently replayed through Sonic Spinball, and while I like it probably a lot more than most people, I have only beaten it twice in my entire life, and the reason for that is because the final level, "The Showdown" is a poorly-designed mess designed to frustrate the player and waste their god damned time.

The first problem comes from the starting area. Here is a map for reference.
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The designers clearly want you to collect the Chaos Emerald in the center first by breaking a series of blocks below it by pressing the buttons on either side. To prevent you from leaving, they placed a couple of bird robots at the top that will funnel you towards some ramps that will send you back to the starting area. Sounds good on paper, but in practice, there's numerous problems with this.

First, the wonky physics combined with the ability to influence Sonic's air momentum with the D-pad means that it's entirely possible to sequence break the designers' intention of keeping you locked in this area. In fact, in all my experience of playing this game, it's actually more likely to occur due to the semi-random nature of pinball, as well as the fact that the buttons on the side of the Chaos Emerald are in a bitch of a place to hit consistently. Indeed, this Chaos Emerald is usually one of the last ones I end up collecting thanks to this.

Second, even if you collect the Chaos Emerald behind those blocks, if you die during the stage, you will still have the Chaos Emerald (thank God), but the blocks will have respawned, meaning you have to go through the rigmarole of breaking the blocks first.

Third problem with this area, unrelated to the Chaos Emerald itself, is the "Safety Rocks" on the death chutes on either side of the flippers. See those series of three cyan rectangular targets on either side of this area? If you hit all three of them, you will activate a "Safety Rock" which will launch you out of the death chute and prevent you from dying. However, since the intended path for trying to sequence break involves the player getting funneled down the death chute and getting launched by a Safety Rock anyway, every time you accidentally attempt to leave (a common occurrence since this is a pinball game), you will activate the Safety Rock (even if you don't have one) and the targets will be reset, effectively wasting your Safety Rock every single time and putting yourself at risk.

But once you manage to get all the Chaos Emeralds, the bullshit has still yet to end, as you still have to contend with the final boss.
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This entire boss is designed around the notion of knocking you out of the boss room. The idea is that you're supposed to turn off his "defenses" by pressing a button on the bottom of Eggman's cockpit, which consists of either a hand that will drop you down into an area you need to spindash back into the arena, or a wind sock that will knock you into a window that will eventually crack and send you flying out of the arena, forcing you to climb all the fucking way back up to the boss area.

The first issue is a technical one, since the resolution of the game isn't large enough for you to tell when his defenses are down and you can hit him. Every time you press the button, it just prints a Robotnik face to the ticker, which doesn't tell you one way or the other if his defenses have been lowered. The only way to know is to launch yourself up the ramp, which will probably end up getting you caught in a wind sock and knocked against the windows and out of the arena, forcing you to come climb all the way back again.

However, they will tell you if his defenses are back up, since if you either press the button while his defenses are down -- on purpose or accidentally, and believe me, you will hit it accidentally -- or take too long to attack Eggman's cockpit, the ticker will output "Smell my socks!" Well, if you were kind enough to tell me when he isn't vulnerable, why weren't you equally kind to tell me when I can hit him, instead of having to take the scientific route and end up getting knocked out for the fifteenth time and having to waste ten fucking minutes just trying to get back to the boss area?

I fucking hate this level. It's an unfun, poorly-designed mess in what's otherwise a fun and quirky game with excellent music. I fully endorse anyone playing this game to just turn off the game once they get to this level, because this isn't so much "difficulty" so-much-as a tedious waste of time. It's as if the designers knew their game was only four levels long and decided to make the last one as bullshit as possible to pad out the game's playtime.
 
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