Games you refuse to play.

I refuse to play any game involving the heart. :heart-empty:

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ChristmasDuck said:
Final Fantasy series and Sonic Colors. I haven't heard anything good about either.
Final Fantasy is a fairly good series, but it greatly depends on which of the games you play.

Most definitely 13 is the worst in the series, and it's gone massively downhill since the PS1 days. But it did have a golden age at one point. Mostly from 6-9.
 
I can't stand almost any turn-based game. Jagged Alliance 2 slips by because it still gives you tactical options and tabletop RPGs are totally different, but stuff like Final Fantasy where the two opposing parties square off with one another and take turns whacking the other guy just aren't fun for me.
 
Carlson said:
but stuff like Final Fantasy where the two opposing parties square off with one another and take turns whacking the other guy just aren't fun for me.
Part of the appeal of these games are the storylines and later on the legitimate depth the combat gives you. Like each one has different directions each party member can take, and have different abilities each can learn. They also tend to let you explore an entire planet and genuinely keep a good pace and length to them.
 
In more recent years I've found myself avoiding games like the CoD / Battlefield series due to restrictive linearity. I play games to explore new worlds, and don't take kindly to being told I "can't go there" due to arbitrary reason X. Invisible walls are the bane of my gaming existence. I'll admit I might still play a CoD/linear game if the story was supposed to be good, but otherwise I'd just leave it alone on principle.
 
Cuddlebug said:
Carlson said:
but stuff like Final Fantasy where the two opposing parties square off with one another and take turns whacking the other guy just aren't fun for me.
Part of the appeal of these games are the storylines and later on the legitimate depth the combat gives you. Like each one has different directions each party member can take, and have different abilities each can learn. They also tend to let you explore an entire planet and genuinely keep a good pace and length to them.

And see, that depth doesn't matter to me. How many fields of learning are deep and complex, but you have no interest in the subject matter? That's me. The very idea of that kind of turn-based combat has no appeal to me. Stuff like Jagged Alliance and tabletop RPGs get by because I have more options: ducking, flanking, melee vs. ranged, different kinds of cover and stances, moving anywhere on a battlefield, etc. A game that is nothing but the two opposing parties face to face on a featureless battlefield and taking turns making dice-rolled attacks and casting spells has no appeal to me, no matter how deep the complexity of it goes.

On another note, I don't like traditional fantasy environments. I plain don't have an interest in Lord of the Rings or The Hobbit, and I rarely play traditional Dungeons & Dragons or Pathfinder. European sword-swinging and magic-flinging fantasy settings, where everyone speaks with either annoying eloquence or annoyingly crude Olde English, does nothing for me. That's why whenever I begin work on a new RPG campaign, it's always sci-fi, supernatural, or firmly modern and realistic.

The Elder Scrolls games get a bit of a pass, but I think that's because they lack a lot of the more annoying elements (like terribly long-winded dialogue or misuse of old English manners of speaking; everyone actually talks like a modern human most of the time) and have more freeform gameplay.
 
Silent Hill 3

I want to, but I just... I can't face these things. They really freak me out. I usually do fine with horror games, but... Ergh.
 
R.A.E.L. said:
Silent Hill 3

I want to, but I just... I can't face these things. They really freak me out. I usually do fine with horror games, but... Ergh.

I don't blame you. I love the Silent Hill franchise, but damn, I am not touching their monsters with a ten-foot pole.
 
God of War and upcoming Final Fantasy XV.
Because I don't like mashing buttons (can't stand all those Quick Time Events).
 
Any of the Dark Souls games, because I think "difficulty" is not a selling point.
 
Seahorses said:
Any of the Dark Souls games, because I think "difficulty" is not a selling point.
Difficulty isn't the only aspect of the game. It has other cool things in it.
 
Seahorses said:
Any of the Dark Souls games, because I think "difficulty" is not a selling point.

As a Dark Souls fan, I don't know if I'd really call it difficulty. It's not like...how can I put this? The game will punish you for your mistakes, but most - if not all - mistakes are avoidable. Not putting enough distance between yourself and an enemy when you're trying to grab a quick heal, underestimating how much damage an enemy's attack will do, trying to rush through an area instead of playing cautiously...most of the time when I die, it's my own fault. There's very few cheap deaths in the game; it's not like some roguelikes where you'll just randomly have a door fall on you or a scroll blow up in your face or something like that. Granted, you can gimp yourself in a few ways (mostly by screwing up your build), but it's not one of those games where you'll just be going, "What? How was I supposed to avoid that?" every five minutes.

Unless you're DSP.

That being said, I don't really know if it's for everyone. Most of the people I know who have played it either love it or hate it.
 
Seahorses said:
Any of the Dark Souls games, because I think "difficulty" is not a selling point.
Dark Souls's difficulty is entirely based on how it teaches you it's mechanics through it's difficulty.

One of the strongest aspects of Dark Souls is how you are continuously achieving things, but it is very challenging to do so. Bosses are challenging but it's still very possible for the player to defeat them. What they all have in common is they all have patterns to their attacks and have very large pronounced weaknesses the player can exploit. The RPG elements are very pronounced, the player can play as completely diametrically opposed characters. Yet your class only affects your starting statistics and equipment, and you can still learn anything you like after the fact. Dark Souls brings back the feeling from older games where upon buying a game you weren't guaranteed to complete it in a weekend. You had to actually work at things like defeating a boss, and working at it feels like a legitimate accomplishment because you're constantly learning new things about the game and growing your character so he/she also becomes stronger.

Dark Souls's story is also very subtle and much of it is meant to be speculated by the player. This is due to how the lead designer of the game wanted to convey the feeling of only getting part of a much larger story, and using one's imagination to fill in the gaps that might or might not be there.
 
Cuddlebug said:
Seahorses said:
Any of the Dark Souls games, because I think "difficulty" is not a selling point.
Dark Souls's difficulty is entirely based on how it teaches you it's mechanics through it's difficulty.

One of the strongest aspects of Dark Souls is how you are continuously achieving things, but it is very challenging to do so. Bosses are challenging but it's still very possible for the player to defeat them. What they all have in common is they all have patterns to their attacks and have very large pronounced weaknesses the player can exploit. The RPG elements are very pronounced, the player can play as completely diametrically opposed characters. Yet your class only affects your starting statistics and equipment, and you can still learn anything you like after the fact. Dark Souls brings back the feeling from older games where upon buying a game you weren't guaranteed to complete it in a weekend. You had to actually work at things like defeating a boss, and working at it feels like a legitimate accomplishment because you're constantly learning new things about the game and growing your character in game so he also becomes stronger.

Dark Souls's story is also very subtle and much of it is meant to be speculated by the player. This is due to how the lead designer of the game wanted to convey the feeling of only getting part of a much larger story, and using one's imagination to fill in the gaps that might or might not be there.
After hearing you guys talk about it, I'm feeling like giving Dark Souls a try.

Especially about the story part, since it reminds me so much of Dragon's Dogma (as well as the difficulty, though I can't say for sure that DD's difficulty can compare to Dark Souls's just yet, though it can be pretty difficult itself). Dragon's Dogma has a story, but it's not spoonfed to you and the game isn't exactly holding your hand.
 
caffeinated_wench said:
After hearing you guys talk about it, I'm feeling like giving Dark Souls a try.

Especially about the story part, since it reminds me so much of Dragon's Dogma (as well as the difficulty, though I can't say for sure that DD's difficulty can compare to Dark Souls's just yet, though it can be pretty difficult itself).
I remember reading in an interview, the lead designer of Dark Souls was inspired to write the plot that way after attempting to read fantasy books in his youth. Because he didn't understand English very well he didn't always get the entire story, just parts and maybe a rough outline. But he found when his imagination filled the gaps in the story, it came off more satisfying than when everything was directly told to him by someone else.
 
Cuddlebug said:
caffeinated_wench said:
After hearing you guys talk about it, I'm feeling like giving Dark Souls a try.

Especially about the story part, since it reminds me so much of Dragon's Dogma (as well as the difficulty, though I can't say for sure that DD's difficulty can compare to Dark Souls's just yet, though it can be pretty difficult itself).
I remember reading in an interview, the lead designer of Dark Souls was inspired to write the plot that way after attempting to read fantasy books in his youth. Because he didn't understand English very well he didn't always get the entire story, just parts and maybe a rough outline. But he found when his imagination filled the gaps in the story, it came off more satisfying than when everything was directly told to him by someone else.
I find that very interesting, and it can be more fun to let your imagination take over. It's what makes theories fun. Those gaps can be whatever you want them to be.
 
caffeinated_wench said:
After hearing you guys talk about it, I'm feeling like giving Dark Souls a try.

Especially about the story part, since it reminds me so much of Dragon's Dogma (as well as the difficulty, though I can't say for sure that DD's difficulty can compare to Dark Souls's just yet, though it can be pretty difficult itself). Dragon's Dogma has a story, but it's not spoonfed to you and the game isn't exactly holding your hand.
If you do, just keep in mind that you have to pace yourself and that dying is a regular part of the game. Attempting to rush through will just make things hell for you. Practice your skills when there are no enemies around, fight the weaker ones, and level up whenever you have enough souls (it's always a good idea to practice near a bonfire). Rinse and repeat until you're comfortable enough to progress. That's what I've been doing, anyway.

Though the difficulty did piss me off at first (and still kinda does), I admit it's somewhat of a good thing the creators gave us this "handicap", if you will. As others have said, they want you to rely on your own experiences so that you can learn from your mistakes and manage to adapt.

But yeah, Dark Souls is definitely not for everyone. You need a LOT of patience. XD
 
The biggest problem I find with Dark Souls is that the barrier of entry is extremely high. The start of the game is pretty weak; there's only one area you can make any meaningful progress in, and it takes a few hours and bosses for the game to open up properly. Also, while I appreciate a game that lets me learn by doing instead of cramming tutorials down my throat, a little more information would be nice. Some things are not explained very well (shield stability is the one I remember; the higher your stability, the less stamina gets drained when you block an attack).
 
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