Things that make you angry in video games.

The no-bad-words filter in Pokemon games of late. Sometimes you just want to name a Snorlax 'Fat Fuck,' y'know? (Instead I named it Val Kilmer, but still...)
I remember when Diablo II was coming out, and the guys on /v/ had the list of banned names for it. Some of it was damn hilarious.

I got two more, I think one had already been mentioned.

One, I suck at puzzles too, and I used to play old Sierra type adventure games back in the day. I was surprised I did so well at Portal 1 and 2 recently. I guess the fact the puzzles' methods for solving were whittled down by the physics of the game.

Two, poorly optimized graphics engines for ports that were initially made for more modern systems. I made the dumb ass mistake of listening to a Funstop employee (insert mega stress *sigh* here) and buying Mercenaries 2. What a waste of cash.
You can hijack cars and tanks in it. I liked that- UNTIL, you got in any car with any sense of speed. You literally can drive faster than the graphics engine can pop in physical objects. With this, it becomes a race to be like Big Rigs Racing or whatever that horrible notorious truck game is. You can literally drive fast enough that when you are about to hit a suspension bridge, the bridge fails to render and you go into the river. Whole mini-cities in that game will be vacant parking lots for several seconds as you tear through that stupid, stupid game.
Also as a side, shooting from the hip somehow is more effective than aiming. Hell with that game. I think that was the last time I bought anything from Gamefail.
 
Npcs in a game (most usually rpgs) that for absolutely no apparent reason other than some stupidly twisted interpretation of the adage: ''respect is earned not given'', treat you worse than utter trash without you even trying to interact with them. But when you accomplish something that might seem noteworthy in their eyes they switch to ''trusted and loyal comrade'' and most often your character simply has to silently accept it like nothing happened. I realize the need for less than friendly npcs, but there are far more disposition levels than the two extremes of 1) wanting your babies and 2) telling you to go die for existing.
 
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Cliffhangers are the worst. They make me so irritated. If I know a game is part of a series and it hasn't been completed yet I won't buy until I know the whole series is out. It prevents me from running into another Mass Effect 3 scenario where the ending is a wet fart and lessens my own lack of patience for games like Trails in the Sky and Trails of Cold Steel where there are years between massive cliffhangers and the actual resolution.
 
- When the game you're playing has been an awesome experience, but then becomes disappointing AF in the final act. I'm looking at you Sly Cooper: Thieves in Time.

- Inverted controls suck ass. It's unnecessary and it's usually the first thing I change when I first play a game.

- In addition to a game holding your hand throughout the entire time, I also hate when a game DOESN'T tell you what to do or where to go.

- Making cutscenes unskippable should be made a punishable offense.

- Getting hyped by an upcoming game and then playing said game, only to get extremely disappointed by it (Fuck you Destiny. I'll never preorder a game again because of you).
 
I mostly hate the community rather than actually hating something in a game.

People who sperg about "bad game design" because they die in a really obvious spot (or they just suck at the game).

And people who bitch because something isn't "open world enough".

People who think they understand game design because they play video games. You can usually tell who these people are because they'll spout a bunch of cliches and generic textbook ideas or shitty arguments without actual reasoning.

- In addition to a game holding your hand throughout the entire time, I also hate when a game DOESN'T tell you what to do or where to go.
I hate when people get mad when a game gives you instructions and hints (but doesn't coddle you) and then screech "HOW WAS I SUPPOSED TA KNO DAT" when the game doesn't tell them exactly where to go.
 
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I hate when people in multiplayer get overly offended and squeakers start talking over their mic when they shouldn't. I usually deal with them by playing Moon Man and earrape, respectively.
 
The no-bad-words filter in Pokemon games of late. Sometimes you just want to name a Snorlax 'Fat Fuck,' y'know? (Instead I named it Val Kilmer, but still...)
Idk about Sun and Moon, but I know in X/Y you can't name a Pokemon "Spike" because apparently the wordfilter doesn't like Spik.
 
Idk about Sun and Moon, but I know in X/Y you can't name a Pokemon "Spike" because apparently the wordfilter doesn't like Spik.

It's nowhere near as bad as the Dark Souls wordfilter. Dead gets censored. Knight gets censored. Hollow gets censored.

These are three things that are abundant in the game lore and text, but because they contain ead, nig and ho they're not allowed.
 
When I'm stuck on a problem and need to look up the solution, but it turns out to be really fucking obvious.
 
Controllers on PC. Jesus fuck, dudes. There's a system. It's called XInput. It works well. Use it. There's no excuse for the parade of idiocy that has led to nearly every steam game I own hating my DS4's right stick. Sony could have put out a driver. They've only had 11 years to work on it, I know, but maybe they could have bumped it up the priority list. Steam could have put out a driver. JUST a driver. Not this retarded 'steam controller emulation' shit. Microsoft could have not fucked over ds4windows. Just leave things alone, resist the temptation to be a caricature of a dystopian megacorp for once, and don't break a function just because it enables a device that says 'Sony' on the case.

This is the one thing I seriously miss from consoles. Even at the absolute worst points of trying to get 4 Wii controllers synced in the precise order wanted, controllers were always comparatively simple on a dedicated games machine.
 
The unnecessary proliferation of open world design.

Not every game needs to be open world. Phantom Pain was open world but it was hollow and boring - 5o hours of sneaking into bases and ballooning soldiers gets old real quick, especially when you're reminiscing how previous Metal Gear games changed up your goals quite frequently. Arkham Asylum was a great metroidvania game, but City ruined the pacing, atmosphere, and generally just didn't feel like a Batman story because Batman doesn't need to be running all over a gigantic city; to say nothing of how the combat was not really suited for big open spaces. Knight got even worse because half the game was a stupid driving simulator. Final Fantasy XV did a bit better I suppose, but I don't see why a Final Fantasy has to be about a boy band going on a road trip.

They spend so much time making sure the map is physically big but they don't ever seem to care about populating it with actual shit to do. And the story ends up suffering because it's always written around "we need events to show off how big this world is!" rather than building a world that serves the tempo and atmosphere of a good story.

There's a mod that partially alleviates the issue you mentioned with MGSV called Infinite Heaven, which does a lot of cool stuff to make the world seem more dynamic.

1. Patrol routes are much more randomized for enemies, meaning you can't just run or horse your way across huge expanses then stop within a few dozen meters of an outpost anymore, since you can run into guards ANYWHERE.

2. All sorts of stuff you'd only see in missions can show up while just running around, like tanks, fully armored soldiers, guys with heavy weapons, random female soldiers alongside guys (instead of just being prisoners)

3. You can even assign random chance to enemy loadouts, behavior patterns, and level of resources you can gather, making the world seem a lot less static.
 
There's a mod that partially alleviates the issue you mentioned with MGSV called Infinite Heaven, which does a lot of cool stuff to make the world seem more dynamic.

1. Patrol routes are much more randomized for enemies, meaning you can't just run or horse your way across huge expanses then stop within a few dozen meters of an outpost anymore, since you can run into guards ANYWHERE.

2. All sorts of stuff you'd only see in missions can show up while just running around, like tanks, fully armored soldiers, guys with heavy weapons, random female soldiers alongside guys (instead of just being prisoners)

3. You can even assign random chance to enemy loadouts, behavior patterns, and level of resources you can gather, making the world seem a lot less static.
Holy shit, that makes me actually want to play Phantom Pain again. Does the mod offer anything to make the skulls not pain-in-the-ass bullet sponges?
 
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