- Joined
- Feb 10, 2013
There's a thread for general stuff in games that pisses you off, and one for bosses, now let's talk about levels/level design in particular.
I've been playing Final Fantasy XIII-2, which is a pretty classic-style rpg... up until the final dungeon, which is a piss-poor mashed together jumping platformer puzzle. You have to constantly hit little switches to change the path of puzzle pieces so you can navigate the damn thing. There's no reason given for why the level is a bunch of floating tetris blocks. But beyond even that, by the time you reach the level, the game forces you to go activate an unlockable power that lets you jump farther, just so you can play the level. This power is in the same menu as a bunch of other actual gameplay improvements you can unlock, and by itself serves no purpose outside of this level, aside from a couple of trivial shortcuts in other levels.
What levels piss you off?
I've been playing Final Fantasy XIII-2, which is a pretty classic-style rpg... up until the final dungeon, which is a piss-poor mashed together jumping platformer puzzle. You have to constantly hit little switches to change the path of puzzle pieces so you can navigate the damn thing. There's no reason given for why the level is a bunch of floating tetris blocks. But beyond even that, by the time you reach the level, the game forces you to go activate an unlockable power that lets you jump farther, just so you can play the level. This power is in the same menu as a bunch of other actual gameplay improvements you can unlock, and by itself serves no purpose outside of this level, aside from a couple of trivial shortcuts in other levels.
What levels piss you off?