Biggest bullshit in a video game

Dead Rising's AI with the time limit. I'm playing babysitter escort with zombies trying to kill me.
I can remember how tiny the font size was and capcoms response was don't know what to tell you, if you're broke ass doesn't have an HDTV in 2005 then maybe you should stick with a Wii.
 
The Gilded Knight boss fight in Code Vein is astonishingly difficult. I think it might even be harder than Elden Ring's Melania or at least I certainly died more.
 
The Gilded Knight boss fight in Code Vein is astonishingly difficult. I think it might even be harder than Elden Ring's Melania or at least I certainly died more.
He was nothing compared to the Blade Bearer and Cannoneer for me. Only part of the game where I had to summon someone for help.
 
I can remember how tiny the font size was and capcoms response was don't know what to tell you, if you're broke ass doesn't have an HDTV in 2005 then maybe you should stick with a Wii.
The font size still sucked even when I did get a big HDTV. It was just too small and you needed to focus more than you should on reading that tiny text that often pops up in the midst of dealing with zombies everywhere. And the game was only 720p, so the font still looked a little blurry. Capcom messed up and got away with it
 
He was nothing compared to the Blade Bearer and Cannoneer for me. Only part of the game where I had to summon someone for help.
Still think the pole dancer water girl whatever that boss was called was the hardest boss. I think I used final journey for BB&C and they just kind of died.
 
Still think the pole dancer water girl whatever that boss was called was the hardest boss. I think I used final journey for BB&C and they just kind of died.
She never gave me much trouble. My partner for the majority of the game was Yakumo and despite being a damn good tank even he couldn't get me through BB&C. I used Final Journey against (ironically) the final boss.
 
But there is a new trend to put in bullshit RPG mechanics into games that don't need them for sure. FPS games should not have me needing to score multiple headshots on a single enemy to take them down.
So, basically no bullet-sponging? I can agree on that (bar boss-enemies, of course)
 
Far Cry New Dawn was pretty notorious for this.
Far Cry 6 as well, although they tied it to their bullet system.

That's another thing that is bullshit in video games. I hate how "video gamey" they've been with how armor piercing and hollow point bullets work lately. If you aren't wearing armor and get hit with an AP round, you're not shrugging it the fuck off or taking half a mag before you fucking collapse.

I get systems like this for like multiplayer balance but it's stupid as fuck in single player games IMO
 
Depends on the game

But there is a new trend to put in bullshit RPG mechanics into games that don't need them for sure. FPS games should not have me needing to score multiple headshots on a single enemy to take them down.

The most RPG a FPS should be is like STALKER, which is to say not an RPG. Your and the NPCs' performance didn't matter on bullshit stat increases, but purely on gear. Popping a mook or a higher tier human enemy in the face didn't matter whether it was the starting pistol which had a 45 degree firing cone or the end game assault rifle, a headshot's a headshot. Same goes for defensive items like body armor and helmets making sense at what they do.
 
The sewer level and Canada in South Park: The Stick of Truth. Going into the sewers trying to find everything is hard as each level segment looks that same, but inverted. It doesn't help that there's no map when you're down there. I say Canada for the same reason, but the added difficulty of navigating through the maze forest to GET up north.
 
Some huge bullshit in Nantucket

Game has permadeath, isn't exactly a roguelike in the sense that the geography of Earth doesn't change, but it's basically a roguelike because it's meant to be played in runs where things like whale migration routes and mating grounds change from game to game so you do have to explore for them and gradually discover.

Well, the game also has narrative quests.

Imagine doing a narrative quest and being flung into a fight, which you arbitrarily cannot retreat from, against a foe that you have no idea is going to appear and is impossibly overleveled relative to you.
 
Sweet Jesus is enemy health pool inflation out of fucking control in most modern games. I'm ok with bosses being a little beefy they're supposed to be, but I should not be beating up against a basic mook for two or three minutes because their health bar is just that fucking big.
 
Sweet Jesus is enemy health pool inflation out of fucking control in most modern games. I'm ok with bosses being a little beefy they're supposed to be, but I should not be beating up against a basic mook for two or three minutes because their health bar is just that fucking big.
But you have to sit through all the cringe exposition shouting dialogue!
 

Overpowered melee, SMG hitmarkers, bouncing betties in CoD: WW2 multiplayer. I should not unload a whole SMG magazine towards a group of enemies and hope for ONE kill.
 
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Everything from mid-game onwards in Long War.

Everything before that is fine, great even I love the amount of tactical options you have every fight feels like a puzzle you can solve.

Then come the heavy floaters and fucking 50% max to hit chances turning every fire fight into a coin flip on if your dudes get injured or not, 75% of your tool kit does nothing against them as they're both mechanical but also alive meaning they get the best of both worlds, oh and they're more common than a drunk Irish man by the time you beat your first alien base.
 
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