Shit games that could have been good

Psycho Fox, or any other of them floaty jumpy games, i guess people enjoy Decap Attack but Psycho always had a special place in my heart, despite the floaty jumpyness :p

 
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Here's my favorite little obscurity: "TankTics". Disc image available on request. It's billed as a light-hearted puzzle/RTS that a kid can probably figure out.

What it actually is...is a 1990's Nintendo-hard grindfest that will takes a combination of Starcraft-level micromanagement, glitch exploitation, level memorization and luck. You play by building tanks Lego-style with an overhead crane while travelling forward in time between four 'eras' to free sentient tanks from Evil Black Tanks. Here follows a partial list of issues from minor to massive:

  • Minor: There is no actual music once missions start, just bland ambience tracks. The brief era themes on the menu are the only original musical scores.
  • Minor: Pictures in the manual are way too small and in monochrome.
  • Minor-medium: The tutorials don't cover a number of weapons with rather unique properties, and their descriptions in the manual are a single sentence.
  • Minor-medium: The arbitrary number of weapons per unit (6) is lower than the maximum engine power ( 8, forcing you to waste space.
  • Medium: not every stackable item has the same height. Some are so bulky you can't fit as many on an individual tank, and the crane's height is fixed.
  • Medium: You can't set waypoints or a designated path. Getting a unit or group of units from A to B requires clicking it/them to the first point, then shepherding them to the next point, etc.
  • Medium: In a cheap attempt at building suspense, none of the EBT's weaponry has any description. You will get several new assholes ripped as you find out the hard way.
  • Medium-major: If you don't figure out that air-droppable powerup items can be used as additional barricade items (the game treats them as invincible objects that block pathfinding) you will be unable to wall off your home base at least 30% of the time.
  • Medium-major: At least one weapon per Era is functionally useless. Special mention to one of the two weapons you have to start off with on the very first mission with a ~25% hit rate.
  • Major: Your units are stupid. This even gets mentioned in the manual several times. More specifically, they can't be given any kind of complex orders. Pathfinding is so poor it deserves a special mention here - it's on par with a retarded kid who can't understand why running across a 6-lane highway at rush hour is a bad idea.
  • Major: There is no endgame cinematic despite animated videos unlocking between each era. The dev team couldn't be bothered to make a 5th one as a reward for all the pain you went through.
  • MASSIVE: Despite the fact that the game gets harder the longer each mission drags on and you only have a very finite amount of resources to build new units, THERE IS NO SAVE FUNCTION. It's do-or-die, every time.
 
Rayman 1 could have been amazing if you weren't required to rescue every electoon just to get to the last level. I can forgive the dickish level design and limited continues if I could just casually get through the game without having to fucking backtrack through fucking Bongo Hills because Rayman doesn't know how to fucking run or grab onto a fucking ledge without a fucking fairy explaining it to him like a fucking child.

Fuck.
Same for Cato Roboto.
I don't want to explore every crevice of your levels to be able to beat the game.
The sad part is that Spore was actually good and then EA ruined it for some reason:
I think the prototypes had a lot of great features, but many of them would not have been really interesting to play with. I can see why they were removed and what issues they could have caused. And a lot of cool stuff made it in.

Expansions like Galactic Adventures were a step in the right direction, they were not awesome, but they would have been great. I think Spore could never be the over-ambitious Sim-Everything that it wanted to be and I think going for a more arcadey, kid-friendly game was a step in the right direction.

I think a combination of trend chasing and money hungry gatekeepers fucked it up entirely. You can see a lot of corners were cut even for what it is now. The gameplay seems generic and repetitive. And the whole thing is fucking dull and has no replayability. I think they should have focused on that first, and THEN try to put in more ambitious stuff, like No Man's Sky.

But then again, EA was really did not believe in this project, so much so that it tried to neuter it as much as possible.
* They said no to a lot of core content
* They imposed a tight deadline
* They shut it down as soon as it showed a little sigh of failure
* They even abandoned the main Spore game for the abomination that is the other Spore Diablo clone
* They tried to shut down the servers 2 or 3 times and disable the Sporepedia 100 times by now

EA did not believe in this project to the point where they actually sabotaged and neutered any chance it had. I don't know if you remember, but Spore was FUCKING HUGE before Spore released. The community was enormous. If they released steady expansions it could have been one of the greatest games ever. With the amount of user generated content, it could have warranted making all those expansions and it would have had a strong community. Even today the base Spore game has 1000 concurent Steam players, almost top 500 most played games on Steam, despite being a 15 year old game that EA tried to kill numerous times.

But it only sold 2 million copies, Spore didn't make ALL the money in the world, and it didn't sell 10 gazillion copies on launch, so it had to be shut down.
 
Dawn of War 3. If they'd just remade 1 with shinier graphics it would have sold like hotcakes.
It's still wild to me that they tried the absolute god-awful abomination that was trying to ape... moba-like? sensibilities that died well before it came out of the womb, and yet Age of Empires 2 continues to enjoy a slew of neverending expansion-packs to this fucking day because the studio in charge of it just polished up the old game... for people who actually fucking enjoy RTS.

If you brought back Soulstorm and ripped out the fliers and the infinite-faith bug, hell yeah I'd go play DEldar in some online lobbies again and harvest salt from people getting base-capped in T1. Or just release Dark Crusade again.
 
There's this $3 (at the moment) bullshit Early Access multiplayer game called Hood Warfare I bought. It's basically aiming to be a cheap-ass old school shooter (that's a stylistic choice), set in the ganglands of Detroit. Abandoned schools, suburban housing, downtown, police stations, and such are your battlegrounds.

My hope is for it for $3 and bot support to be a decent mindless shooting game (super casual). But something like that thematically could have a lot of potential if it had Battlefield: Hardline like support. Better graphics, not jank (it is so sluggish), and cars for drive-bys, could be good.
 
Destiny 2 could have been decent if they just dropped the expensive and time consuming forced cutscenes no one likes and just alternated between adding new guns and or new armor sets every month.

Eververse also needs to go. You should not be allowed to lock 90% of the game behind absurd paywalls AND expect people to pay almost double the price of a full AAA game for more recycled content and less loot than you could make yourself in an afternoon with less of a headache.

Also would help if they made most activities except the raids accessible for solo players since the “community” is especially nasty and snarky to where you will empathize with and understand people who go postal. No other game’s playerbase is this bad.
 
Ace Combat 7 is one of my favorite games of all time, amazing military power trip game. The multiplayer for it is universally reviled and basically dead but for a handful of people who keep playing it.

What's inexcusable about that is that with a minimum of effort it could have been made much better. As is, the multiplayer consists of free-for-all where you either immediately get spawn-killed or make circles around each other for the whole match.

It should have been based on War Thunder, and that would have worked perfectly fine, because the single-player ALREADY IS War Thunder. What do I mean? War Thunder has ground targets, large team battles, and it actually takes time to reach your destination, the maps are huge. The single-player IS that.

So the game really should have had, to be a complete experience, at least one War Thunder mode. But I'd have said the following modes:
Single Combat: 1v1, one round, maybe option for machine guns only, movie-like "duel in the sky" mode.
Dogfight: Team-vs-team, one life per round.
Aerial Supremacy: Team-vs-team, respawns (typical team deathmatch)
Ground Strike: One team attacks with limited respawns, has to reach a certain number of points for ground destruction (like an Annihilation from campaign)
Land-Air Battle: Both teams have ground targets. Destroy all ground targets to win, or have more points at the end of the clock (planes also counting for points). The "War Thunder" mode.

Just use the maps from the campaign, they already have a decent selection. Fuck.
 
Cube world.
 

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FFXV

The premise and worldbuilding was absolutely there. You could tell there was this nugget of greatness that just never got developed enough because of restarts and rescopes that always happen in software projects, but that was for many reasons really bad for FFXV.

The fact that people broke into tears during the ending also shows that the story had the right beats but was cut off at the knees before it could be fully developed. There were so many good parts:
- The love story between Noctis and Lunafreya looked like it could have been great and show Noctis growing up with Luna's help and example. It also could have been a good developing relationship where two characters that were arranged to be married grow to like and then love each other because of the journey they go through together.
- Ardyn's characterization was absolutely fantastic. If FFXV could have been fully developed he could have been one of the best FF antagonists ever because he was both entertaining to watch and because he had an understandable reason for being pissed off while hamming it up on the screen in all the right ways.

What was released was like watching random scenes of LOTR out of order - you can tell what you're watching is really good, but it's so disjointed and disconnected that the impact and greatness just doesn't get there and you walk away unsatisfied.

And you know what the worst part is...the team was pulled off of doing DLC that ties up and re-does the ending to instead work on fucking Forspoken....

The only solace is that the re-done ending with expanded explanation of everything looked like it was going to be really good and was instead just novelized so people could at least finally get some closure.
 
Petz 5 and beyond. PF Magic had revolutionary coding for simulated animals, and there are still many functions of the code that are unknown and being discovered today. There was a lot of customization. The genetics component was fascinating. Pet 5 was shit and they didn't incorporate enough new features for it to be called its own thing. They could have made more developments such as multiplayer functionality, more interaction with the player, more games, consequences to one's actions, tricks, improved the graphics. But they sold out to UbiSoft, who abandoned the game.

Nintendogs + Cats. The cats are useless and have so little personality compared to the dogs. They all sound the same. They don't have cool breeds of cats. The dogs' toys are neutered and not as diverse as the original Nintendogs' toys. I want to play jumprope with my dogs, dammit. Fuck AR card necessity.
 
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FFXV

The premise and worldbuilding was absolutely there. You could tell there was this nugget of greatness that just never got developed enough because of restarts and rescopes that always happen in software projects, but that was for many reasons really bad for FFXV.

The fact that people broke into tears during the ending also shows that the story had the right beats but was cut off at the knees before it could be fully developed. There were so many good parts:
- The love story between Noctis and Lunafreya looked like it could have been great and show Noctis growing up with Luna's help and example. It also could have been a good developing relationship where two characters that were arranged to be married grow to like and then love each other because of the journey they go through together.
- Ardyn's characterization was absolutely fantastic. If FFXV could have been fully developed he could have been one of the best FF antagonists ever because he was both entertaining to watch and because he had an understandable reason for being pissed off while hamming it up on the screen in all the right ways.

What was released was like watching random scenes of LOTR out of order - you can tell what you're watching is really good, but it's so disjointed and disconnected that the impact and greatness just doesn't get there and you walk away unsatisfied.

And you know what the worst part is...the team was pulled off of doing DLC that ties up and re-does the ending to instead work on fucking Forspoken....

The only solace is that the re-done ending with expanded explanation of everything looked like it was going to be really good and was instead just novelized so people could at least finally get some closure.
The game seems to divide people. It is heavily flawed. But that makes it great for me. Finished it twice, once OG and extended version. Probably will do it a third time. But I definitely agree with the DLC shit. Though, I would argue, it is an industry-wide problem.
 
FFXV

The premise and worldbuilding was absolutely there. You could tell there was this nugget of greatness that just never got developed enough because of restarts and rescopes that always happen in software projects, but that was for many reasons really bad for FFXV.

The fact that people broke into tears during the ending also shows that the story had the right beats but was cut off at the knees before it could be fully developed. There were so many good parts:
- The love story between Noctis and Lunafreya looked like it could have been great and show Noctis growing up with Luna's help and example. It also could have been a good developing relationship where two characters that were arranged to be married grow to like and then love each other because of the journey they go through together.
- Ardyn's characterization was absolutely fantastic. If FFXV could have been fully developed he could have been one of the best FF antagonists ever because he was both entertaining to watch and because he had an understandable reason for being pissed off while hamming it up on the screen in all the right ways.

What was released was like watching random scenes of LOTR out of order - you can tell what you're watching is really good, but it's so disjointed and disconnected that the impact and greatness just doesn't get there and you walk away unsatisfied.

And you know what the worst part is...the team was pulled off of doing DLC that ties up and re-does the ending to instead work on fucking Forspoken....

The only solace is that the re-done ending with expanded explanation of everything looked like it was going to be really good and was instead just novelized so people could at least finally get some closure.
I enjoyed FFXV for what it was and don't necessarily consider it a bad game, but it really could've been so much better. You could tell the finished product was rushed.

I've legitimately seen a bunch of people praise Noctis and Luna as one of the better written Final Fantasy couples, and it blows my mind. There was zero substance to them, all telling and no actual showing. How are we supposed to feel something over Luna's death and Noctis' heartbroken reaction to it when we have no real reason to care about their relationship? How and why exactly do these two love each other? In the end it was a case of the devs quite literally taking two dolls and smashing them together. Luna herself is one of the game's biggest sins considering how they did a complete overhaul of her original character and her cancelled DLC could've helped flesh her out somewhat. It says something that some people feel she had more chemistry with Nyx in Kingsglaive, which also gave her more personality.

Ardyn is definitely one of the highlights of the game, due in no small part to Darin De Paul for his fantastic voice acting. It's obvious right off the bat that he's the bad guy, but he's just so charismatic and fun to watch that you end up not minding it. His DLC was also easily the best one, and I suppose it was wise of them to save the best for last in that regard.

Was that redone ending novel ever even released in English? I read a summary of it a while back and, while it does make things a lot clearer, it also sounds pretty fanfiction-y so I have mixed feelings on it. They at least get points for trying, I guess.
 
I enjoyed FFXV for what it was and don't necessarily consider it a bad game, but it really could've been so much better. You could tell the finished product was rushed.
The game being rushed is insane when you consider it being in development for a decade. And the end product was some horrific Frankensteins monster.

One last thing I wanted to add, which you and Poop A Loop already touched upon. Credit where credit is due when people got emotional at the ending, when everyone is a walking stereotype and every relationship is basically nonexistent. That photo mechanic and the last choice was ingenious. The whole boy band/road trip plus voice acting really carried the entire emotional weight of the game. Noctis and Luna relationship was unfortunately completely wasted, but at least it's not a happy ending, which was a nice change of pace.
 
Homeworld Deserts of Krarak: could've been just HW in atmosphere, with gigantic flying aircraft carriers and a bunch of different planes and even stuff like missiles but instead they went for some weird C&C approach with HW mechanics and tried to make the maps 3D because of the dunes and mountains so you end with a game that's neither HW nor traditional RTS but a mix that misses the good parts of those.

The western version of Sonic Adventure was a massive disappointment, they had a whole year to fix all the bugs, the horrible meme-tier cutscenes and even improve the framerate so its a solid 60FPS. They did nothing and added cringe-worthy VA, the Tikal character was literally the gf of some dude who worked there who they told to do the voice and it shows. So not necessarily a shit game but my point is that much like HWDoK it could've been so much better.

Bully: do you like the side missions of GTA that have you doing bullshit like fetch stuff? having GFs like CJ and Niko? the minigames?. No? well fuck you, here's an entire game about it. I'm gonna get some shit over this one but frankly its one of those games much like Sunshine that could be so much better if they had stopped and reconsidered what it worked and what didn't.

Fury3: played the shit out of the demo as a kid but when I finally got the game I realized it was a piece of shit, I don't know they managed it but its like the demo was the only good part of the game and the rest was shit, truly baffling.

KKN'D: late 90's RTS that had potential but instead choose to be a poorly put together C&C clone.

GTAV: you could tell Rockstar was running out of steam at this point. The setup has so much and yet the game delivers so little, the characters are so one-dimensional (I guess the writers got pissed at all the whiney fags who complained about IV being "depressive") and the game itself its so short, its amazing how much content they were able to pack in a tiny map like that of Vice City and yet GTAV is so short and the difficulty so low (you can literally skip missions! WTF!) you can finish it in a day. Overall it was a downgrade from GTAIV which at the same time felt like it had a smaller scope than GTASA.

Watch_dogs: its literally "potential: the game". All they had to do was make the game like the trailer was, but then again this is ubisoft, the biggest liars in the industry together with Todd, so the game much like every other coming from that cesspool of a studio its mediocre at best (wont even bother with the sequel its literally an unfixable turd with even less stuff). Could rant a bunch about all the problems and changes needed but instead I'll leave this:

Sonic Unleashed: I could go on but basically what you have to do is compare it to Generations to see what made it so shit and which changes would've made that game the best 3D sonic since SA2.

The Sims 3: feels like it should've been a separate game, you have this town you can walk around but you have little impact on it, would've been better to have a town you can build and have a bunch of sims instead and follow them around, choose who you want to control and leave the rest to the AI, pick up whenever you want, etc.

HAWKEN: great game, very innovative and got tons of good press at the time but got fucked due to being MP-only and having the shittiest servers, plus really unoptimized given the graphics and size of the game. Too bad because the mechs were well balanced, the gameplay was great and the art was superb. What a waste...
Cyberpunk 2077. How can you fuck that up?
I believe they literally didn't know what they wanted to do, the game feels like they started throwing shit at the wall (the different origins for V, the braindance, etc...There was no unified direction, its different than say the og watch_dogs that knew what it wanted to be but it wasn't because the devs were complete shit, CDPR can actually deliver stuff as seen with the Witcher series, but with this game they dropped the ball big time.
Virtual Boy's entire library is probably much more playable just by making it full color, or at least black & white instead of a blinding red. Wario Land VB deserves better.
Can't do that because of how the display worked on the VB, it was literally a row of red LEDs with a spinning mirror. Think that blue LEDs wouldn't show up for half a decade after that and without those you can't have a full color VB.
I'm not one of those old fans who think's everything after Tactics is bad and Tactics was a low point, and Fallout 3 wasn't a bad game but it wasn't a Fallout game it was just a OK attempt at Post Apocalyptic game with a 50's skin and that's something they over use to kill the soul of the Fallout IP they have made it the 50's rather than the 50's idea of a Post Apocalyptic World.
Bethsoft doesn't gets that Fallout wasn't the 1950's with futuristic stuff but what people in the 1950's thought the future would be like. Is how BTTF2 is the future according to the early 90's where you have flying cars, fusion power and a fax on every room but no internet or smartphones...even tho any nerd att knew about BBSs and cellphones were a thing since the mid 80's.
The new version of the game is designed for modified Sega CD hardware so you might have to wait a while before it gets emulated.
Wait, are you telling me the genesis mini 2 is FPGA-based?
Sonic 06, if the original planned 2007 release had stayed I am moro than sure that the game could have been something special, the game as it stands now has a lot of interesting and even great level design, but the broken nature of it and the controls being in an obvious unfinished state make it a truly sad thing to see imo.
You can even see how much better it is by just making the controls better with a couple of mods, and it becomes much much better with the inproved physics and slight modifications from project 06.
06 was cringy shit the moment they decided to go with sonic having a human gf. Its just further proof that SOJ was always the autistic half of SEGA that needed the tard wranglers from SOA to keep the whole thing afloat. Consider that the aspies at the og sonic team wanted the first sonic game to feature madonna as sonic's gf, I shit you not:
1678046228330.png

Even back then SOA told them it was a shit idea that reeks of bestiality, and those were the times when you had cartoons like tiny toons and ren&stimpy which were full of sexual innuendo. Like try making a cartoon character in a show for kids that looks like this today:
come_on_now.gif
(BTW @BelUwUga fell free to make this your new pfp)

But SOA its basically a vending machine for SOJ now, they got stripped out of all decision power once Kallinske got fired. Not gonna go down that rabbit hole, just pointing out that with 06 the abysmal decision to go with the human princess character set the stage for all the bad choices that were made later including launching it too early. Its not a game you can fix, you have to thrash nearly everything and redo it. I guess part of the problem is that the people doing 3D sonic games after SA2 don't care about the franchise at all, they are like 343 where they hate the games and hate the fanbase, although unlike the later they are not allowed to take a shit on it and be smug about it so they simply halfass everything. You can tell because when a bunch of fans of the series got together they made Mania which is was the one good sonic game in almost 2 decades.
There was the feature in SimCity 4 where you can import The Sims 1 Sims in your city to be observers, and you can use SimCity 4 to create custom terrains for neighborhoods in The Sims 2. The games after that didn't have the said cross-game compatibility, sadly.
SimVille was supposed to be that, or like an inbetween in terms of city size. Sims 3 tried to copy some of the ideas there but Maxis was already a shell of its former self and it was half-assed at best.
Spore

Man all you had to do was put SimLife, SimCity and SimSpace from one end to the other and it would had been great.

Not sure how you fuck that up. The community was there. The creators were working fine. What happened?
For me the biggest problem is that the evolution phases are short af, you just rush thru those. You then reach the civilization stage which is another rush when instead like the alpha show you could've had a short of sim city built inside the game, followed by a "simplanet" when you end up with a planet-sized city, tho maybe that's too large in scope for its day.

But then you go to the final stage, space, which is basically hopping around in your dumb UFO doing deals, fighting other aliens and getting rekt trying to reach the center of the galaxy. Again there could've been so much more here, a mini kerbal-like game where you have to build space stations for refueling and such, something like EVE where you dont just fly around in an UFO but get a whole fleet of ships to follow you around and engage in actual large space battles.

I could go full autistic and sperg for days but its pointless, the game is over 15 years old now, its over.
Not necessarily bad games but the potential for the Mass Effect series was completely ruined. I'm still mad about it to this day. And I'm not just talking about the ending of the third game.

I'm mostly talking about the Reapers and the sort of cosmic horror/completely alien vibe the first game had for them which was completely removed come the third game. Originally they were portrayed as completely unknowable, supposedly uncreated god-like machines from beyond the Milky Way which were each so complex as to be compared to an entire nation of minds. The game generally shrouded them in mystery, which some would call "hand-waving" but I think it works with ancient alien cosmic evils. Who built them? Or, perhaps too fantastical for an autistic reddit-tier obsessed with science universe as ME, what built them? What are their motives? Can they even be comprehended? Really, I wish they never tried to fully explain these things. True horror lies in mystery. Instead we got perhaps the most retarded explanation for their existance and motives I have ever heard. "We gotta kill all organics to stop them from making synthetics which will kill all organics!!1!". And the answer to it that the stupid devs wanted was for organics and synthetics to learn to sit around a campfire and sing kumbaya. Unbelievable.

There's so many other things that the first game began to develop that either got dropped completely by the third game or were perverted in just as retarded a way as the Reapers. Despite how much I like ME2 and how fun it is, this degradation really gets started there. For example the Collectors make no sense and ruin what we understand about the Reapers in ME1. We're told they cleanse our galaxy of all sentient life and then leave the indoctrinated to rot, yet somehow when this is explained to us it fails to mention the massive army of bugs that they keep around to do their bidding. Did they do this in the previous cycle? Why would these god-like machines even need these things when they could just indoctrinate sentient beings like they did with Saren in the first game? Why didn't they help in the first game?
Also Cerberus is retarded. They make no sense. In the first game they're depicted as something like if the CIA went rogue: they were a part of the Alliance but are doing their own nefarious activities now, usually engaged in weird science experiments and glow-ops. Where the hell did they get an army like we see in ME2 and 3? Imagine if the CIA/some rogue Army group just opened recruiting stations and putting their agents in brightly covered uniforms and sent them to do odd jobs around the country. They would be arrested/killed by the army or police so quickly. How are they not being actively hunted by the Alliance given that they're essentially an enemy army within Alliance space? Oh, they're in the terminus systems you say? How is a quasi human supremacist group with as much secrecy as the United States Armed Forces able to operate there without getting murder raped by Krogan and Batarian mercenaries, all of whom actually have the means and motives to have army sized forces in the area? It's just stupid. I'm not saying they couldn't have used Cerberus like they did in the games, but they really should've been more like a shadow organization that few people have heard of.

Also, the fact you can't be a racist towards aliens other than in ME1 is disappointing, though admittedly they make Renegade Shepard really funny in the sequals. Basically space dirty harry mixed with zapp brannigan.

Also also, the dialogue for Mass Effect 3 sounds like fan fiction half of the time. That sounds like me just trying to insult it but I'm only half joking, the writing in that game (and the story in general, really) reads like something I found off of Archiveofourown or Deviantart. Not only could I have written a better plot, but I think basically anyone who has ever read a book other than Harry Potter or the Hunger Games could've done the same. SOMETIMES there are good interactions, though, especially between Shepard and the crew. Either there were multiple writers involved or a broken clock is right twice a day.

TL;DR bioware created an amazing IP with Mass Effect 1 but messed up both the lore and the feel of the universe in dumb ways in ME2 and completely destroyed it by ME3. I literally don't know or care at all about Andromeda. It sounds like someone wrote fanfiction and somehow got it made into a AAA game. The moral of the story is SJW's, trannies, and diversity hires will always ruin every IP, and EA is the antichrist of video games.
The citadel DLC was literal fan fiction, felt like written by a fanboy who watched way too many shitty romcoms.
I'm surprised no one has said Fallout 4
They actually fixed a lot of the gameplay issues of 3 and NV, and the art direction was great. But the story is shit, there's no way around it, even shittier than that of 3 which seems epic now in comparison. The decision to voice the protag and add the retarded ME wheel still baffles me.
 
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The game seems to divide people. It is heavily flawed. But that makes it great for me. Finished it twice, once OG and extended version. Probably will do it a third time. But I definitely agree with the DLC shit. Though, I would argue, it is an industry-wide problem.
I played it for three hours, put it down and never touched it again. Such a massive, massive disappointment. An incredibly dumbed down combat system that feels almost insultingly stupid. It makes Guardian Crusade look like Final Fantasy X. All substance, no style.

I was so down for the idea of a "FF roadtrip adventure". And with the producer of FFXVI calling it an action game and not a JRPG, I am done with the series.
 
Assassin's Creed: Rogue is overall very fun, but only because it's the Black Flag formula in a different setting, the Black Flag formula was gold and is basically just a toy for endless entertainment. You look at it, though, and you can tell Ubisoft was stretched to the breaking point trying to churn that and Unity out at the same time because everything about it is kind of jank and shitty and lacking in production value. If they had been willing to slow the fuck down and release it in its own year it could have been made bigger (where the fuck is Montreal? why not include the Hudson Bay as a map?) and more polished, even if that wouldn't save it from its usual retarded Assassin's Creeed gameplay and plot.

The ground stuff could have also been better if it had more Indians in its French and Indian War setting. I wouldn't be shocked if they don't make an appearance at some point but it's obvious by now that they're not really a part of the game world, which is a shame because the setting (New York and Quebec) is the center of the Huron-Iroquois fight, that's so obvious, the shitty obnoxious assassin enemies would have even made more sense as Indian scouts that stalk you through the forest and could have had war canoes launching boarding actions (that's one thing I'm really glad they added, you can get boarded and it's actually genuinely dangerous) on you in the river. The assassin gang shit is so out of place, I have never heard anything about banditry being a big problem in colonial America.

The worst mechanic, though, that could have been cool if it wasn't, you know, a Ubisoft game and therefore had to be dumbed down so even Little Billy can get it without putting any thought in, was the Naval Campaign, where you fight the Seven Years War at sea with the ships you capture. Except, it has this whole resource management thing that doesn't matter in the slightest (doesn't even explain what the resources are) because you have them in abundance, the pricing of things is way off (repairing a ship costs as much as buying some bullets, but the payout from a mission is huge), and basically just has no challenge to it. I think that for a completely optional mechanic in a game where most of the minigames are board games, the obvious thing to do would have been to make the naval battles at tactical and strategic level play like a board game, something where the fleet is like a deck, the ships are like cards in a hand, and you can play ship types in different ways, strategically shifting ships around to try to control important lanes at the right times. It would really elevate the game, but as is the system is entirely pointelss and I only engage with it out of a feeling of obligation.

There's also good stuff from AC3 that they didn't bother bringing back - just based it all on Black Flag - and I don't understand why. I would have liked to have naval axes in Black Flag anyways, so why can't I have tomahawks and war clubs in this game? Why do soldiers on ground not all have muskets? Why can I not use a musket as a polearm? Why can I not just have an actual rifle as a weapon instead of this weird air rifle that doesn't fit the time period at all?
 
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Ace Combat 7 is one of my favorite games of all time, amazing military power trip game. The multiplayer for it is universally reviled and basically dead but for a handful of people who keep playing it.

What's inexcusable about that is that with a minimum of effort it could have been made much better. As is, the multiplayer consists of free-for-all where you either immediately get spawn-killed or make circles around each other for the whole match.

It should have been based on War Thunder, and that would have worked perfectly fine, because the single-player ALREADY IS War Thunder. What do I mean? War Thunder has ground targets, large team battles, and it actually takes time to reach your destination, the maps are huge. The single-player IS that.

So the game really should have had, to be a complete experience, at least one War Thunder mode. But I'd have said the following modes:
Single Combat: 1v1, one round, maybe option for machine guns only, movie-like "duel in the sky" mode.
Dogfight: Team-vs-team, one life per round.
Aerial Supremacy: Team-vs-team, respawns (typical team deathmatch)
Ground Strike: One team attacks with limited respawns, has to reach a certain number of points for ground destruction (like an Annihilation from campaign)
Land-Air Battle: Both teams have ground targets. Destroy all ground targets to win, or have more points at the end of the clock (planes also counting for points). The "War Thunder" mode.

Just use the maps from the campaign, they already have a decent selection. Fuck.
I avoid AC7 multiplayer like the plague because I hate 4v4 or whatever games.
I would pay them actual money for a singleplayer mission generator. I just wanna come home from work and shoot plane without scripting and story stuff.
 
Ride to Hell: Retribution.
it was rushed and the game designer didn't have a true grasp of what he wanted making the leads confused as well.
one of the devs commented on a video of it, they wanted to make it like a open game but somehow the focus of the game changed for console shit while it was halfway developed, forcing the game to be enclosed due to memory limitations, animation systems and gameplay features got rushed and look like they are in alpha state due to the whole fuck up that was the development process of that game.
 
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