Biggest bullshit in a video game

Getting killed in an online game because of latency issues.
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Old console games that have inverted y axis controls with no way to uninvert them really steam my beans. It’s especially insulting with the PS2 port of Half Life since the control menu let’s you change literally everything about the control scheme EXCEPT FOR UNINVERTING THE Y AXIS.
 
Old console games that have inverted y axis controls with no way to uninvert them really steam my beans. It’s especially insulting with the PS2 port of Half Life since the control menu let’s you change literally everything about the control scheme EXCEPT FOR UNINVERTING THE Y AXIS.
I'm just glad Blue Shift made it onto the PC instead of being Dreamcast exclusive like it was originally meant to be. Why the fuck didn't they even include a second analog stick on the controller, I mean come on it literally had less buttons than the Saturn 3D controller.
 
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The Frigid Outskirts in Dark Souls 2. Everything about that zone pisses me off, from the lack of visibility to the constantly respawning enemies to the cheap gank squad boss fight.
Can we throw a few areas in DS2 at launch before patches and changes got put in. That area before you fight The Rotten first time through is complete bullshit. Non stop poison traps, you either have to know that there are hidden areas in the wall to hide in, or know to throw yourself off the ledge into the void at a specific point because there are ledges there. The boss itself is a joke, but getting to the boss first time blind is bull,

The water area after the Mirror Knight at launch. What fucking clown decided to give the spellcasters that level of tracking on their shots? Using a shield to block shots? It deals damage through the shield, try to roll/avoid, the area is water filled, so you are slow as hell and the spell tracking means good luck dodging shots. That had to be one of the most infuriating parts of that game at launch.

The Dragon Shrine at launch. Someone forgot to make the giant two handed mace fuckers have any recovery animations or stop, as well as up their swing speed, so once you got caught blocking, that was it, you were done. Watch anyone who played through this at launch, standard was to kite and hit with spells/fireballs rather than engage in any kind of melee.

Of course, post patch, they made those parts better, but at launch and playing blind...fuck off.
 
Youngblood is a shit game, but it seems to know its shit.

There are giant Nazi robots you fight. Repeated references are made to piloting one and turning it against the Nazis. You get schematics, control systems and everything else in place neccesary to control one.

Haha fuck you, buy our VR only game if you want to do that. In this game we'll just give a couple skill points and say its going to be an awesome sight.
 
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RNG that seems capable of reading your mind. I swear, every Diablo style action RPG has the same RNG that makes sure you never get the gear you are wanting. It gets much worse if the game has a crafting system like Path of Exile's.
Yeah, I lost count of the amount of times I ended up thinking "FFS Andariel, just drop a fucking Stone of Jordan".
 
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Can we throw a few areas in DS2 at launch before patches and changes got put in. That area before you fight The Rotten first time through is complete bullshit. Non stop poison traps, you either have to know that there are hidden areas in the wall to hide in, or know to throw yourself off the ledge into the void at a specific point because there are ledges there. The boss itself is a joke, but getting to the boss first time blind is bull,

The water area after the Mirror Knight at launch. What fucking clown decided to give the spellcasters that level of tracking on their shots? Using a shield to block shots? It deals damage through the shield, try to roll/avoid, the area is water filled, so you are slow as hell and the spell tracking means good luck dodging shots. That had to be one of the most infuriating parts of that game at launch.

The Dragon Shrine at launch. Someone forgot to make the giant two handed mace fuckers have any recovery animations or stop, as well as up their swing speed, so once you got caught blocking, that was it, you were done. Watch anyone who played through this at launch, standard was to kite and hit with spells/fireballs rather than engage in any kind of melee.

Of course, post patch, they made those parts better, but at launch and playing blind...fuck off.
My guess is they forgot the game had PS1 shovelware-tier controls a unique gameplay style, and designed those enemies as if it was any other 3D game.
 
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My guess is they forgot the game had PS1 shovelware-tier controls a unique gameplay style, and designed those enemies as if it was any other 3D game.
I go onto youtube to check on the Shrine of Amana, and it turns out that section was so shit and got patched so fast that a lot of playthroughs at the time go "yeah, this used to be catastrophic, but they patched it quick". Fuck me for blitzing through the game with my strength build.

One complaint I have of that game in particular, and arguably of Dark Souls 3 as well is that so many bosses end up being "big guy in armour with sword/polearm". It's especially bad in DS2 - Dragon Rider, Ruin Sentinels, Throne Guardian/Watcher, Mirror Knight, Smelter Demon and so on. DS3 did them better, but damn are there still a lot of bosses rooted in the mechanics of the Artorias fight. Iudex Gundyr, Vordt, Abyss Watchers, Dancer, Dragonslayer, Lothric twins, Gael. Good bosses, but design wise they are pretty much the same.
 
Yeah, I lost count of the amount of times I ended up thinking "FFS Andariel, just drop a fucking Stone of Jordan".

Struggling myself with this. Daemon X Machina refuses to drop the torso piece I want and it's driving me batty.
 
I go onto youtube to check on the Shrine of Amana, and it turns out that section was so shit and got patched so fast that a lot of playthroughs at the time go "yeah, this used to be catastrophic, but they patched it quick". Fuck me for blitzing through the game with my strength build.

Huh. I only played that game offline on my laptop because there was no internet, I could have tethered my phone and looked for updates but didn't think of it. The dark poison spitting cave seemed a bit odd from a gameplay perspective, it was like navigating a space with invisible laser tripwires and slowed the game down to a crawl.
The water part with homing wizard bolts weren't that bad and they mostly fired in the same sequence so a reasonably reliable pattern of avoidance could be found, it turned that section into speedrun routing which wasn't fun. The big dudes in the dragon place I eventually just ran around, they were slow enough that getting through the door was mostly risk free and it was so tedious to fight them. It was like fighting Havel twice, over and over, with no reward.
The stairs after that made me wish I could swap in Ryu Hayabusa from Ninja Gaiden 2. Faster, rollier, jugglier.

Poison in Dark Souls were both bullshit and really good, the possibility of getting poisoned was terrifying.
 
Random stat growth in RPGs, especially if it's not only random number of points but also random distribution over skills.
At least if you play a tabletop you have a DM to compensate for getting fucked by RNG in a level up. In a game where the various missions have no regard to your stats, you either take a chance you made a character unplayable for the next dozen hours or save scum.
 
Random stat growth in RPGs, especially if it's not only random number of points but also random distribution over skills.
At least if you play a tabletop you have a DM to compensate for getting fucked by RNG in a level up. In a game where the various missions have no regard to your stats, you either take a chance you made a character unplayable for the next dozen hours or save scum.

One of my rangers got magic stat ups four times in a row in Fire Emblem once. Had to bench them because they got too far behind.
 
In single player games, when they force your character to walk slowly so they can give you an exposition dump. I have placed to be, zombies to kill, bitches to fuck. Get a move on you faggot. In multiplayer games, lag/desync. Whether it's a shot not registering, getting hit after stunning the killer, or rubber banding back 2km in an open world game.
 
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Something that would piss me off when playing through P5 and why I just took a break from it was enemies having insta kill skills. I'd have encounters with a group of angels and if I didn't kill them first turn there was a chance they'd TPK me with Hama. Seemed to always have 100% accuracy when I couldn't ever get Mudo or Hama to land myself.

Similar is games that give you a bunch of ways to debuff the enemy but they're never useful since bosses are always immune while enemies that it would work against are so weak you don't need to use them. Also, if games claim to allow multiple different builds "all up to the player" yet in practice there's only 1-2 builds that you can use if you don't want to get stomped late game. It's like you can spec between Mag or Phys but most bosses have Phys Null/Repel or most bosses are Mag immune. What's the point of letting me pick how to build my character if basically any build besides one is going to make the game insanely hard if not impossible?
 
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Something that would piss me off when playing through P5 and why I just took a break from it was enemies having insta kill skills. I'd have encounters with a group of angels and if I didn't kill them first turn there was a chance they'd TPK me with Hama. Seemed to always have 100% accuracy when I couldn't ever get Mudo or Hama to land myself.

Similar is games that give you a bunch of ways to debuff the enemy but they're never useful since bosses are always immune while enemies that it would work against are so weak you don't need to use them. Also, if games claim to allow multiple different builds "all up to the player" yet in practice there's only 1-2 builds that you can use if you don't want to get stomped late game. It's like you can spec between Mag or Phys but most bosses have Phys Null/Repel or most bosses are Mag immune. What's the point of letting me pick how to build my character if basically any build besides one is going to make the game insanely hard if not impossible?
Yeah, that's a franchise-wide problem. You think Persona is bad about that? Try entries like Digital Devil Saga or Shin Megami Tensei: Nocturne.
But on the other hand, this is part of the appeal for the series, and I believe each game had its own version of "Analyze" or "Scan" which should reveal the enemy's weaknesses.
I don't know exactly tho, been a while since I played.
 
Something that would piss me off when playing through P5 and why I just took a break from it was enemies having insta kill skills. I'd have encounters with a group of angels and if I didn't kill them first turn there was a chance they'd TPK me with Hama. Seemed to always have 100% accuracy when I couldn't ever get Mudo or Hama to land myself.

Similar is games that give you a bunch of ways to debuff the enemy but they're never useful since bosses are always immune while enemies that it would work against are so weak you don't need to use them. Also, if games claim to allow multiple different builds "all up to the player" yet in practice there's only 1-2 builds that you can use if you don't want to get stomped late game. It's like you can spec between Mag or Phys but most bosses have Phys Null/Repel or most bosses are Mag immune. What's the point of letting me pick how to build my character if basically any build besides one is going to make the game insanely hard if not impossible?
The Difficulty in P5 is also bullshit.

Hard mode is just "All your damage is halved and all the enemies is doubled oh and you get less XP"
 
If I already bitched about stats then I'll go all the way - Warrior mages. The appeal of those classes is having multiple options on how to handle a battle. But because modern gaming is mainly about being murderhobos and large numbers then you'd find those classes can't keep the damage up, making them worse than a regular mage or warior.
The only game which did this concept well is Divinity Original Sin.
 
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