Shit games that could have been good

no empire lasts forever.
True but nk is still the worst choice, they obviously went with that because just like hollywood they feared what the chinese would do if they were cast as the bad guys.

Practically any other east-asian country has more potential of becoming an actual threat than fucking worst korea.
 
This Is the Police
Originality and mechanics in heaps, matched only by its faults. It had presentation out the wazoo, but its gameplay and story fell flat.
The game was at its best when you were doing cop stuff while listening to great tunes, but the story had a hundred sharks to jump and suffered from it.
If you didn't want to be incredibly corrupt, you were simply not allowed to play the game. Trying to clean up the streets while facing difficulties from trying to do so, the quintessential American cop story? Hard game over. Want to be sligthly corrupt and side with one faction? Hard game over.
If nothing else, they predicted Jim Sterling's trajectory far before anyone else did
Udklip.PNG

Looking great, MrX!
 
the drop in mechanic was pretty neat, years before battle royale games picked it up, and not many games did the "crysis scifi", and especially not as multiplayer.
The AI bots were pretty good too. The vehicle variety was lacking but never annoying and the varied loadout system made up for it.
It even had a firefight mode: "Swarm". Halo infinite has no excuse for a lack of a banished firefight mode.
 
Star conflict.

https://store.steampowered.com/app/212070/Star_Conflict
https://steamcharts.com/app/212070


There are 3 light, speedy ship classes, 3 medium classes, and 3 slow, heavy classes. This is gameplay of a pretty normal, middle of the road fighter ship. Some ships fill niche roles. For instance, the 3 heavy classes of ships are defense-based support tanks, healing and utility-based support ships, and beefy sniper ships that either get a super long range laser or guided torpedoes that you fire and fly from a first person perspective.

>Gameplay is solid with tons of customizability, replayability, PvE, and PvP
>Phenomenal controls for a space combat game, the gold standard for how they should work and feel imo
>Graphics were great for their time, still acceptable today imo
>Even runs on windows xp toasters
>Free to play
So, what killed it? 2 things.

Devs going overboard on mtx. The game was blatantly pay to win since release, but its diehard fans cope by saying it somehow only became p2w in the past 0-3 years despite being able to buy objectively more powerful, less resource-consuming ships, and more powerful ship items/gear, with real money since day 1.

Star conflict, kiwifarms post.png


Problem 2: the community. Even putting aside the inherent issues with fanboys like the above white knighting on behalf of corporations and the issues with the kinds of players you get when you make your game both f2p and p2w, the community was always dogshit. It didn't take people very long to notice that members of a certain ingame clan could break rules in global and team chat all day long without consequences, but if you merely criticized them constructively, you risked catching at least a mute. Point out that double standard? Ding dong bannu. Point out that it's unfair for the game's few devs to be in that clan and constantly enable the clan's shitty behavior with their favoritism? Ding dong bannu.

Another issue is that the game and community have been dying for years, which makes it harder to find matches, which makes more of the community quit. There was also an issue with vocal sweats in most matches (idk if it's still like that in current year) but you get the point, the community sucked and now there's pretty much no community left.

I think you can still get some fun out of this game. All you have to do is not spend money on MTX, ignore or block shitters in chat, and don't engage in content that's higher than T3, or maybe T2. The game's content is divided into T1, which encompasses rank 1-3 ships, T2, which covers rank 4-6 ships, etc. Higher tiers require more grinding to unlock and maintain your ships with resources, but grant drastically better ships with more customizability each tier. The higher tiers will also match you with and against fanboy sweats that never abandoned the game and sank money into it. Also ai bots can autofill both pve and pvp matches so at least they're never empty.

So just stick to low tier content, pm some friends, and tell them to hop on this f2p game if it looks fun to them. Or don't, I'm not your uncle. Here's some useful wiki pages for anyone who's interested.
 
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The game itself is very good, but the combat aspect of Anno 1800 is very bland and it didn't have to be. The devs have just constantly chosen to ignore it because their retarded fanbase doesn't care about it.

Anno is a game of logistics and colonization, capturing islands for resources, developing them, setting up networks of convoys to keep resources flowing as needed, and to the extent that you might at some point not have access to a resource, geopolitics. You can easily play the game with a minimum of fighting.

But more fighting could have been easily implemented without taking up a ton of resources or complicating it. As is, it's the blandest RTS shit where ships pound each other until one sinks. You've got slow heavies and fast lighties and a difference between sailing ships to go brrrr but not in the wind and steamers that go slow but don't care about wind. However, wind doesn't really change. It reverses randomly every now and then, to fuck with your supply lines, but there's no trade winds within a map where there's, like, "roads" to use that are faster, but only one way. Nor chaotic wind systems where wind can change in battle. So right off the bat there's an idea there that they failed to develop in a meaningful way.

Add on that Anno is basically a Victorian game that runs into the Edwardian era, especially with DLC, but all you have is fucking cannons. The Victorian era was a golden age of naval technology. You've got naval mines being introduced (initially called torpedos), and later on you have actual torpedos. You still have boarding actions, and ramming actually makes a RESURGENCE with steam. You have very long range artillery, and early on dedicated warships - monitors - whose thing is being naval snipers. You have the potential for fucking submarines (stealth warships), naval zeppelins, and even early carriers if you want to go that far.

They just ignored it all to sell dumb shit like more building types, same whoring Kalypso did with Tropico. It's a shame because there could have been a really cool and unique RTS about naval warfare and naval warfare exclusively.
 
There's a little game on Steam, free, called Postmouse, and it sucks.

Now, that's not really a problem, because the thing is, it's some student's college project. Cheap ass thing they threw together on their own as a novice. And in that regard, it's perfectly acceptable. Commendable. They made a little thing, gave it away for free for anyone that wanted to take a look. Nothing to be upset over.

But, the concept of it shows potential that could have been developed. It's a platformer/walking simulator about being a mouse that's a postman to the forest critters. Everything is at real world scale and the animals look like animals in clothes, like Redwall. You navigate your way through a forest environment at mouse scale. Kind of looks and feels like games from your childhood, like A Bug's Life and what not on the PlayStation.

All brilliant. Really, I would buy anything with that animal/bug perspective. I'd buy a mouse simulator. And mouse postman is a decent idea. But even for a proof of concept, the guy's mouse is absolutely flighty and there's nothing making the camera track on to him. The slightest movements make you jerk around awkwardly and you have to keep the camera on him. It's very unpleasant.
 
MGSV is good, it's just... empty? The game's open-world is pretty dead, I don't remember having much to do apart from exploring and destroying enemy bases. I also remember there being no soundtrack except for the missions. But the cinematography of the game's cutscenes is WONDERFUL and the story is an absolute masterpiece.
 
This Is the Police
Originality and mechanics in heaps, matched only by its faults. It had presentation out the wazoo, but its gameplay and story fell flat.
The game was at its best when you were doing cop stuff while listening to great tunes, but the story had a hundred sharks to jump and suffered from it.
If you didn't want to be incredibly corrupt, you were simply not allowed to play the game. Trying to clean up the streets while facing difficulties from trying to do so, the quintessential American cop story? Hard game over. Want to be sligthly corrupt and side with one faction? Hard game over.
If nothing else, they predicted Jim Sterling's trajectory far before anyone else did
View attachment 5289502
Looking great, MrX!
You know what would be a cool variation on that concept?

A game inspired by Smedley Butler's reign of terror in Philadelphia. Butler was that WW1 general who wrote War is a Racket, claimed the business community TOTALLY tried to put him up to launching a fascist coup. For a time he was police chief of Philadelphia. It was one of the biggest cities in the world in the 1920s and was very violent and chaotic due to Prohibition.

Butler took his job seriously, basically sicced the cops on everyone like Duterte did. Gave them instant promotions if they killed someone in a gunfight. In the end, he was too consistent that they sacked him due to him interfering in the political bosses' own rackets.

A lightly fictionalized version would be a wonderful premise for a ripoff.
 
A 1920s setting would have been perfect for the next game in the series, but the devs liked their story too much for that to happen and opted for a direct sequel instead. What's interesting to me is that the devs have taken another setting that would have been great for a game in the series, 1940s Los Angeles, and used it for an upcoming game about managing a film studio. It's a kind of game that's been tried before of course, but this looks less like seeing characters flail around like in The Movies, and much more in line with the gameplay of This is the Police.
At first glance, it looks interesting - but I would not be surprised to learn that the devs fall into the same pitfalls of yore. One of my main problems with the story of This is the Police was how rapidly it swung between whacky hijinks and super serious mode. Some stuff in their trailer, like how you can indulge a movie star's vices to curry favour with them, seems to suffer from the same problem:
1699844816863.png
It goes straight from "referential humour" to "realistic and mundane" to "wacky fantasy" to, well, I don't think the last one needs to be explained. I'll give the game a once-over when it releases, but sadly I expect it to be another game with good ideas but poor execution.
 
A 1920s setting would have been perfect for the next game in the series, but the devs liked their story too much for that to happen and opted for a direct sequel instead. What's interesting to me is that the devs have taken another setting that would have been great for a game in the series, 1940s Los Angeles, and used it for an upcoming game about managing a film studio. It's a kind of game that's been tried before of course, but this looks less like seeing characters flail around like in The Movies, and much more in line with the gameplay of This is the Police.
At first glance, it looks interesting - but I would not be surprised to learn that the devs fall into the same pitfalls of yore. One of my main problems with the story of This is the Police was how rapidly it swung between whacky hijinks and super serious mode. Some stuff in their trailer, like how you can indulge a movie star's vices to curry favour with them, seems to suffer from the same problem:
View attachment 5489497
It goes straight from "referential humour" to "realistic and mundane" to "wacky fantasy" to, well, I don't think the last one needs to be explained. I'll give the game a once-over when it releases, but sadly I expect it to be another game with good ideas but poor execution.
I'm interested in that movie one. I've thought for ages that running a classic Hollywood studio would be a no-brainer for a game.
But like you said, the real point of something like that is the personalities (and the Mob and Communist Party connections).
 
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@Knud Lavard You might consider trying We, the Revolution. It's a completely different genre of game and setting (French Revolution, judge engaged in political intrigues) but it plays with the same kinds of ideas of trying to provide justice (in this case from the judge's point of view) while being constrained by political pressures.
 
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As a Paradox autist Victoria 3 is a huge disappointment and inferior to 2 in almost every way. It's a disgrace that after almost 8 years of hype they put out such a downgrade. Sure the new UI and Graphics are great but they butchered the actual gameplay as people have pointed out here already. The entire thing seems to also no really understand economics and history with the retarded market system and how communists are so overpowered without any of their actual weaknesses present.

As for one game which hasn't been mentioned and most people probably wouldn't think about: Sunset

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Ok now hear me out. This game was made by Tale of Tales and had a shitload of "games journalists" sucking it off when it came out in 2015. If you feel a slight tickle on the back of your mind it is because these devs were pretty much the masters of the "Walking Simulator" meme. They are the ones that made the infamous "Graveyard" where you play as a old lady who just walks on a graveyard and then sits down. Yes that is the whole game. Most people probably remember Sunset from this clip.


However, I am of the opinion that the actual pitch of the game could have worked.

Think about it: A game set in the early 1970s in some Latin American or African country where Kissinger and the KGB are having a dick measuring context over a proxy, a woman is stuck there and has taken to be a cleaning lady to make ends meet but she is dragged into the conflict. She can't shoot and doesn't really have the stomach for fighting, but she and her comrades see her potential doing rear echelon and intelligence work. You would be cleaning the apartments of the wealthy above suspicion due to being some american negress whom the local elites are not paying attention to, you could help setup deals with arms dealers and financial moves, use the apartments and cleaning as cover for supplies, help with installing bugs or even assassinations by copying keys and access to the home phones and such.

There is potential here for a pretty unique style of stealth gameplay, real cloak and dagger stuff of a white collar type.

Instead we got something so pretentious it almost looks like a parody. A waste of a decent idea.
 
I feel like a lot of the games mentioned so far aren't really shit games, just games that didn't live up to their hype or what people were expecting.

I'm surprised that (unless I missed it) Jurassic Park: Trespasser hasn't been mentioned.

Other than setting the gold standard for what a Let's Play should be, it was really a sorry thing. There was so much promise, and really it feels like there's a pretty good game, somewhere, buried under absolutely broken game design, lies, incomplete features, bugs, and just general incompetence.

It was supposed to be an action-adventure game with a living island with dinosaurs that reacted realistically to the player and each other, an open world, with physics-based gameplay.

We got... Well. Maybe half of that, if we're being very generous.

Early on they had to axe the open world - You were supposed to be able to move around the island, but the island is broken up into little sections that you move through in a very linear fashion - there's a trail, and you follow it. The opportunities to go off the trail are minimal, and you can never backtrack to a previous section. The game only "opens up" a handful of times, in the main town, in the loading docks, etc. The rest of the time you might as well be on rails for all the actual freedom you have.

It IS an action-adventure game... sort of. Well, it's an adventure game. Action is open to interpretation. The controls are incredibly, obnoxiously jank. You know QWOP, and the legion of shitty youtuber-bait games it inspired, like I Am Bread, Mount Your Friends, and most importantly, Surgeon Simulator? Yeah, Tresspasser was way ahead of the curve. You have to interact with the entire world with your mutant noodle-arm which you, very awkwardly, control with the mouse. This includes all weapons... You have to maneuver your noodle to grab the weapon, then pray like hell you can somehow point it at the enemy you want to shoot, and then shoot. And should you run out of ammo, good luck switching weapons on the fly! And as for melee weapons, wellllll... They're even worse, but don't bother, they're bugged anyway.

The physics based-gameplay IS there, but it's mostly limited to a few set-piece puzzles like "shoot this thing to make it fall over" or "stack these obvious crates here", things like that. Beyond that, it's just an annoyance, frequently glitchy, and it involves using your noodle arm, which is just a nightmare.

And as for the dinosaurs... Hoo. They don't react to shit. The raptors WILL attack you, but they're stupid. There's just a lot of them, and they tend to be bullet spongey. Although thankfully there IS locational damage... IF you can aim well enough to bother. But other than a few scripted events like a t-rex attack here or there, there's no real dynamic behavior. Dinosaurs don't "hunt" you, they rarely interact with each other, etc.

The graphics look okay for the time... Although the island looks pretty sparse. Dinosaurs (the only enemies in the game) have this really weird, slow motion "moving through syrup" look to their motion, and when you kill them they act like a puppet with the strings cut - they just sort of collapse and fold in on themselves.

Here and there the game actually has a few really neat bits. There was a pretty neat sound engine for gunshots, if I remember right. And it was one of the first games to not have a UI... But although that was a neat idea, in practice it just was a pain... To tell how healthy you were you had to look down and stare at the heart tattoo on your boobs, and the only way you knew how much ammo you had in a gun was your character occasionally making voice comments... "Feels full", "Feels almost empty", etc.

But it DID have one hell of a lets play.



I feel like Sims 3 as it is could've been great, but the issue was that the code of the game was way way worse than even the one in Sims 2. Sims 2 already suffered from world corruption, but Sims 3 took it to another level, with mods that could completely break everything, and even worse, add that broken code to every other mod or anything custom made.

And if that wasn't enough, the "load and simulate the entire map at once" idea led to the performance crippling, especially with every new expansion pack, as EA was adding too much and the code was too shoddy to handle it all. Even today, if you install every single possible mod to get the game running better, it will still run worse than Sims 2 without any perfomance tweaks.

It' so bad that there's one expansion pack... Island Life, I think it was called? Whatever, the island one. It's notoriously unplayable for a huge chunk of people. The island map is glitched and it's never been fixed - the game quickly slows to an unplayable crawl. There's been fan attempts to fix it, and they work... sort of. But they're sometimes finnicky and don't work for everyone .
 
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MGSV is good, it's just... empty? The game's open-world is pretty dead, I don't remember having much to do apart from exploring and destroying enemy bases. I also remember there being no soundtrack except for the missions. But the cinematography of the game's cutscenes is WONDERFUL and the story is an absolute masterpiece.
It’s empty with 60 hours of the same missions barely remixed.
 
Insurgency Sandstorm. This game was not shitty at all on launch (it was rather enjoyable but lacking). The previous game struck that good balance of pseudo-realism while still maintaining some arcadey mechanics. Sandstorm feels like it wants to be like Battlefield, as this is noticed by the significantly larger maps. This wound up taking a lot of fun out of the game as the previous game allowed for a variety of combat scenarios (CQB, midrange combat, long range sniping, etc). Now it's just cesspool of people camping in a single spot with an FAL or G3 and a 4x scope and bipod on 90% of the maps. Spawn camping/getting spawn camped or completely steam rolled is basically the best way to summarize the experience of PVP. PVE is significantly better despite it's janky bots and cluessless playerbase. But you get past that and the entire game's potential is squandered. The pre-existing mechanics such as the gunplay is already extremely satisfying, as are the animations and voice acting.

The devs opted for mod.io over the Steam Workshop, which was one of the primary reasons the previous game garnered such a playerbase to begin with. Now combine it with the slow content drip of 1 content update per 3-6 months, a lack of any hotfixes to address bugs or needed rebalances, optimization issues, prioritizing paid content over free content, and OG devs giving up and leaving the dev team.
 
A few examples jump to my mind:
- Deus Ex: Invisible War. In the interest of making it possible to run on consoles, they took the vast sprawling Deus Ex level design that really nailed what the Immersive Sim genre is capable of at its best and gave us miniscule maps with tons of loading screens that were the size of a fucking shoebox. Biggest disappointment of my gaming life. Thief 3 was done dirty the same way.

- I was a late comer to the Dark Souls franchise. After playing DS1 and being blown away by it and then DK3 (mechanically superior but worse level design and atmosphere), I decided to check out DS2. I had already heard of its reputation but my need for more Dark Souls goodness was too great.

I was not prepared.

Gone was the "tough but fair" combat and level design. 85% of battles were gank squads. Gameplay was reduced to trial and error where DS1 eventually got you to be so paranoid that careful observation would get you through upcoming traps (for me, it clicked in The Depths). Level design was absolutely awful- Shrine of Amana and the Frozen Outskirts can fuck right off. Preposterous hitboxes. It's the epitomy of quantity over quality.

- REmake 3. My favorite Resident Evil is RE3 and after the outstanding REmake 2, I was hyped. It was so simple to knock out of the park design wise too: take the Mister X mechanic from REmake 2 and flesh out the Nemesis more by giving it more movement and combat options. Make the game a series of large hubs with spread out objectives (Uptown/RCPD, Downtown, Clocktower/Hospital, and finally the Dead Factory). Let both the player and Nemesis loose in the hub. It's the easiest shit to design but they completely fumbled this layup. I'm still shocked at how hard they fucked it up. I hope the lead designer was forced to commit seppuku.
 
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You would be cleaning the apartments of the wealthy above suspicion due to being some american negress whom the local elites are not paying attention to, you could help setup deals with arms dealers and financial moves, use the apartments and cleaning as cover for supplies, help with installing bugs or even assassinations by copying keys and access to the home phones and such.
Thinking about it, how the fuck does the plot of the original game makes sense? If you are in the house of someone important enough to have classified documents then they'll be sure to lock anything important and have you vetted in a company as to being no risk. It's the fucking joke of having a cleaning lady at a supervillain lair during their world conquering meeting, only played straight because the developers have never been anywhere near a military house.
 
Thinking about it, how the fuck does the plot of the original game makes sense? If you are in the house of someone important enough to have classified documents then they'll be sure to lock anything important and have you vetted in a company as to being no risk. It's the fucking joke of having a cleaning lady at a supervillain lair during their world conquering meeting, only played straight because the developers have never been anywhere near a military house.

It's even better: in the game this is a AMERICAN UNIVERSITY STUDENT NEGRESS! Leaving aside the craziness of a black woman in 1972 not only being in university but also doing a exchange to a country and not immediately GTFO'ing out of a civil war but somehow doing a job as a cleaning lady to "survive" instead of just asking to leave and the embassy helping her out. My idea would have a actual local woman not this.

As the BroTeam clip said: "Shit is so pretentious it gave me a film school degree."
 
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