Biggest bullshit in a video game

Silent Storm, for those not in the know, is OG Xcom in 3D, set in WW2, with mech suits. You raid city blocks and bases with destructive environments so you can approach situations in a really free manner. But like Xcom the game also features permadeath. So sometimes you shoot the place to high hell, but there's still a few enemies who like to hide in corners and never move until they can interrupt you and wipe a character. They're practically invisible even in the open and won't move. Most missions require clearing the map anyway, so the easiest way to deal with them is save scum, shoot a hole in the floor above them, and toss grenades into it. Anything that is solved by save scum and prayer is bullshit, especially as loading times for games gets worse and worse.
 
Playing this old Yu-Gi-Oh game on emulator right now and...
Raigeki-SDCH-EN-SR-1E.png


...is the cheapest shit I've witnessed. It's a goddamn "You Lose" button if the opponent sets it up well, and your luck is shit with drawing Monster Reborn or a card that negates it.
 
Last edited:
Playing this old Yu-Gi-Oh game on emulator right now and...
View attachment 2294607

...is the cheapest shit I've witnessed. It's a goddamn "You Lose" button if the opponent sets it up well, and your luck is shit with drawing Monster Reborn or a card that negates it.
Yu-Gi-Oh always seemed like complete bullshit, compared to MTG. AFAIK, it has a much larger banlist and the number of bullshit cards is ludicrous. Does not surprise me in the slightest that it was slap-dashed together last minute.

As an aside, I feel as if MTG could benefit from a combo limiting mechanic, if only to prevent combos from going infinite. Nothing is more boring than having to play against someone that takes a 64 point turn, much less an infinite combo. I could see it taking the form of exiling a number of cards from your hand after a certain number of combos are triggered.
 
Yu-Gi-Oh always seemed like complete bullshit, compared to MTG. AFAIK, it has a much larger banlist and the number of bullshit cards is ludicrous. Does not surprise me in the slightest that it was slap-dashed together last minute.

As an aside, I feel as if MTG could benefit from a combo limiting mechanic, if only to prevent combos from going infinite. Nothing is more boring than having to play against someone that takes a 64 point turn, much less an infinite combo. I could see it taking the form of exiling a number of cards from your hand after a certain number of combos are triggered.
The simplest solution would be to plug in a rule that a card's effect can only occur once per turn.

That would piss a lot of people off, of course, but I stopped playing MTGA because I ran into a number of autistic decks that could develop infinite combos.
 
I've never played Yu-Gi-Oh but this seems like bullshit:
To be fair, one can be that lucky. But in this case, that guy was a cheater in the anime so for the game they made his deck actually bullshit filled with multiple copies of cards that are you definitely not allowed to do like Pot of Greed for example. So yeah, the AI really is cheating.
 
Yu-Gi-Oh always seemed like complete bullshit, compared to MTG. AFAIK, it has a much larger banlist and the number of bullshit cards is ludicrous. Does not surprise me in the slightest that it was slap-dashed together last minute.

As an aside, I feel as if MTG could benefit from a combo limiting mechanic, if only to prevent combos from going infinite. Nothing is more boring than having to play against someone that takes a 64 point turn, much less an infinite combo. I could see it taking the form of exiling a number of cards from your hand after a certain number of combos are triggered.

The simplest solution would be to plug in a rule that a card's effect can only occur once per turn.

That would piss a lot of people off, of course, but I stopped playing MTGA because I ran into a number of autistic decks that could develop infinite combos.

this accurately describes card games. MTG can be just as cancerous as YuGiOh..but I also play Duel Links and its based around 'speed dueling' aka..winning by turn 5...aka..this video lmfao
 
I heard that Project Cars 3, which came out a few months ago received a lot of negative backlash because it was changed from a sim racer to something much more arcadey (like NFS Shift).

But instead of just releasing it as a spin-off, it was released as the official sequel despite the series having always been a sim racer.
PCars 2 was a fucking shitshow in its own right. Far too many cars, which means most are just copy paste jobs. Some of the tracks are really well done, others are a pile of shit thrown together in minutes. Also, the grip made no sense. You were driving a car with nails in its tyres the grip is so over the top, until you touch the side of the track then its fucking off you go cunt. Its a perfect example of the game being far too big, when it should have cut the cars and tracks down drastically in order to make each one actually good.

3 was just a fart no one cared for. Its not a very good simcade racer like a forza or grip, and its got no simmage in it at all. The kinda game that appeals to no one. Plus the sim racer market is overflowing with titles, and the arcadey scene is pretty healthy, so its a strange time to swap over into either really.
 
Both games are shady af. Artificial scarcity, spending hundreds if not thousands of dollars just to stay competitive.
Konami just needs some more Komoney, is all. Seriously though, modern Yu-Gi-Oh! is.more an investment than a hobby. You want to go into debt? Build an irl deck that can take on the current and ever-expanding, ever-infuriating meta. It is not worth it unless you're a "pro."

tl;dr: Whoever goes first loses.
 
Konami just needs some more Komoney, is all. Seriously though, modern Yu-Gi-Oh! is.more an investment than a hobby. You want to go into debt? Build an irl deck that can take on the current and ever-expanding, ever-infuriating meta. It is not worth it unless you're a "pro."

tl;dr: Whoever goes first loses.
When it comes to card games as investments, it appears that the Pokemon TCG hits the fucking spot. Like most of the time you look it up on YouTube, it's always people opening up these rare card sets they bought on eBay and going apeshit when they discover an ultrarare card. Just like with all cards in the genre, the more difficult they are to find, the more money you can get from selling them. In fact, this autistic card obsession got so bad that stores like Walmart and Target straight-up doesn't sell any TCG game anymore.
 
MGM making Ubisoft remove the GoldenEye user created levels from Far Cry Arcade.
I know, isn't it just wonderful how "protective" these companies are about games they don't care about preserving?

It's worse than what Nintendo did with AM2R, because at least that had the excuse of them doing their own remake of Metroid II. Since when has MGM cared about GoldenEye outside of slapping the name on a mediocre game and that Daniel Craig reimagining (although that one was kinda decent)?

Such a legendary title deserves better than being left behind on increasingly scarce cartridges and emulation.
 
Mechwarrior 5 is a mostly fun romp with a forgettable story and good giant stompy robot action. It does have some bullshit, though.

1) The AI is set to automatically target whichever weapon did the most damage in the last ten seconds. This is fine early on, as your gear will be as crummy as your lancemates. It's when you get to late game that it becomes a real problem, because coring a 'mech with your twin gold-rank AC-20s will cause every single enemy on the map to target those guns specifically. It makes me afraid to take them out of storage.

2) Hero 'Mechs. It's a neat idea, having customized versions of 'mech chassis loosely based on characters from the Battletech universe. There's even quest chains where you can fight someone for theirs. The non-quest ones, however, show up according to the whims of RNG. There's rough areas where they will spawn, but it still involves spending C-Bills to zip from hub to hub to find the one you want. I still haven't found the hero King Crab despite zipping from one end of Kurita space to another.
 
Currently the biggest bullshit affecting me in the realm of video games is when games I used to play frequently have their playerbases dwindle so low that you essentially can't play them anymore. Now I know there are tons of games out there that still have a surprising number of players--there are still a decent amount of people still playing Day of Defeat Source in active clans, but last time I tried to enter a US server for Day of Infamy there were basically zero people playing, and it used to be one of my most-played games on Steam.
 
MGM fought for 50 years to secure the rights. They don't play games.

They sent a cease and desist to Star Trek. The show did a parody of Bond. Not even a parody, a loving pastiche. I don't know how The Kingsman got away with it.
Then I suppose I want them to do something with GoldenEye so that it doesn't end up fading away.

If not that, then I'd want them to not be so petty as to target fan creations honoring that game.
 
Rng. God damn why do indie devs got so much of a hardon for rng?!

Rng doesn't make a game difficult, if just makes it more annoying and frustrating. If you base your entire game on RNG then you fail as a game dev.

The only game so far I can say rng was introduced semi properly is Battle Brothers because even though RNG plays a very important role, you can totally predict and bypass the bullshit if you know the game and how it operates.
 
Rng. God damn why do indie devs got so much of a hardon for rng?!

Rng doesn't make a game difficult, if just makes it more annoying and frustrating. If you base your entire game on RNG then you fail as a game dev.

The only game so far I can say rng was introduced semi properly is Battle Brothers because even though RNG plays a very important role, you can totally predict and bypass the bullshit if you know the game and how it operates.
Because it's a tool to cheap out on game design:
No need to make unique weapons with their own stats, just randomly generate some preset with random stats and slap particle effects on it.
No need to make fun and interesting dungeons, just generate some random rooms and go "no run is ever the same!".
No need to make challenging yet fair combat encounters, just spawn groups of enemies with dead brain patters and toggle the numbers to be high enough. People will mistake difficulty for good design and protect your game with "git gud".
No need to write plot with characters, just spread the backstory over random rooms and people will say how deep and innovative it is.
 
Back