What are some games that you've played that have mechanics/gameplay that didn't age well?

Believe it or not there are people that defend this unbearably short draw distance because "It makes Morrowind feel bigger."
While I don't agree with this, I don't turn up the draw distance beyond roughly the extent of one city. Much like the GTA: Definitive Edition games, if you render the entire map without fog you end up with an off-putting scale model aesthetic that looks really dumb.

Within reason, the illusion of distance does have artistic value.
 
While I don't agree with this, I don't turn up the draw distance beyond roughly the extent of one city. Much like the GTA: Definitive Edition games, if you render the entire map without fog you end up with an off-putting scale model aesthetic that looks really dumb.

Within reason, the illusion of distance does have artistic value.
The thing about Morrowind is that if you don't stand on top of mountains or use OP levitation spells to zip across the island the geometry usually does a pretty good job hiding most of the map. But there are some spots were you can see a little too far I'll give you that. The performance also suffers a lot when you load in the entire island at once.
 
Oh yeah another very obvious flaw with Morrowind is the vanilla draw distance. The fog is so dense you'll easily get lost if you don't check your map every 5 minutes.
I wouldn't describe it as a flaw so much as a limitation and a reminder of how old the game is. It's all well and good to dunk on it now but when framed against the backdrop of 2002 it's fine.
If Skywind doesn't have some tasteful haze I'll be more disappointed than I already am.
 
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I've tried multiple times to play the OG Resident Evil games, but the tank controls make them utterly unplayable.
I was about to post that I have been working my way through all of the Resident Evils (I never got to play them when they came out, and I like seeing how it has evolved/devolved over the years) and the worst of the OG games has to be Code Veronica. Tank controls, but also, lets have a TON of fast enemies and things that require quick reaction times, but oh no, you got stuck against the wall a bit due to the slow turning, guess you're dead. Along with bosses that were so frustrating I ended up having to cheese my way through a few of them (I normally try my best to retry bosses/beat them as you should, but these were just so awful). The voice acting is also so bad, it makes the voices in the first game look like award winning shakespeare lines.
 
I was about to post that I have been working my way through all of the Resident Evils (I never got to play them when they came out, and I like seeing how it has evolved/devolved over the years) and the worst of the OG games has to be Code Veronica. Tank controls, but also, lets have a TON of fast enemies and things that require quick reaction times, but oh no, you got stuck against the wall a bit due to the slow turning, guess you're dead. Along with bosses that were so frustrating I ended up having to cheese my way through a few of them (I normally try my best to retry bosses/beat them as you should, but these were just so awful). The voice acting is also so bad, it makes the voices in the first game look like award winning shakespeare lines.
This will probably be a hot take but if you want to play the best version of code Veronica play dark side chronicles on the WII. You get a distilled version of the story on there.
 
While I don't agree with this, I don't turn up the draw distance beyond roughly the extent of one city. Much like the GTA: Definitive Edition games, if you render the entire map without fog you end up with an off-putting scale model aesthetic that looks really dumb.

Within reason, the illusion of distance does have artistic value.
So far the weirdest for this that I've seen is Battlefield 1942, where removing the fog in some maps really messes up the illusion - like crossing the channel in the Battle of Britain map, where without fog it looks like two shores of a river.
 
Believe it or not there are people that defend this unbearably short draw distance because "It makes Morrowind feel bigger."
Well the real reason is because its fog. Fog is a core element of the game's atmosphere remove it and you're not in vvardenfell anymore. Its humid and hazy. Even if this was the result of protecting the frame rate playing without it for your first playthrough will change how the game is "felt" by the player.
I've tried multiple times to play the OG Resident Evil games, but the tank controls make them utterly unplayable.
Tank controls aren't "dated" they were a deliberate way to make navigating fixed camera angles. Silent Hill's inclusion of strafing is probably the more ideal version of it but Resident Evil is deliberately designed with it in mind, if it had 2d movement it becomes comically easy which was proven with the RE-make-ster. Mobility is a tool just like any other and your ability to use it is the entire point of the game. 2d movement also already existed at the time so the idea that it was a concession of hardware is nonsense it was never a product of its time.

The modern alternative is characters that have a turning radius of a semi-truck because unlike early mario/zelda games your character isn't allowed to just zip to a new direction something even RE characters could usually do better thanks to quick turns.
 
Tank controls aren't "dated" they were a deliberate way to make navigating fixed camera angles. Silent Hill's inclusion of strafing is probably the more ideal version of it but Resident Evil is deliberately designed with it in mind, if it had 2d movement it becomes comically easy which was proven with the RE-make-ster. Mobility is a tool just like any other and your ability to use it is the entire point of the game. 2d movement also already existed at the time so the idea that it was a concession of hardware is nonsense it was never a product of its time.
I don't give a shit what the excuse is, tank controls are utterly useless shit.
 
I don't give a shit what the excuse is, tank controls are utterly useless shit.
They are perfectly suited to their fixed camera angles and there is no better solution. It's not an excuse by any means it's the ideal scenario. These games aren't beloved in spite of their controls they're loved because of their controls if you don't like tank controls you don't like survival horror games because they're the defining trait of the genre. The RE2/3 remakes are third person shooters with resource management they're not survival horror games anymore. Sure not every survival horror game had tank controls, haunting ground and clock tower 3 and SH2-4 had 2D at least as an option but they tend to be worse for it because of the camera angles.
 
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Silent Hill's inclusion of strafing is probably the more ideal version of it but Resident Evil is deliberately designed with it in mind.
Silent hill and early resident evils was fine. I just responded with dark side chronicles being a replacement for resident evil 3 because they made the enemy’s too fast in that game. Also the voice acting although bad is less faggoty from Steve.
 
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Silent hill and early resident evils was fine.
Yea steve's voice is too deliberately whiny but cv really doesn't have fast enemies? There's dogs but they die to 3-4 handgun shots and go down to any damage at all. What else? Hunters? They're avoidable. Bandersnatches are my only real complaint in that game because they share a bug with 0's leeches which is they can't die on certain frames so sometimes they complete attacks when they shouldn't but they're not really fast and you can often exploit their climbing tie them up in animations. So its really just dogs and the aim assist and guaranteed stagger make them pushovers.

Am I forgetting an enemy type?

I just responded with dark side chronicles being a replacement for resident evil 3 because they made the enemy’s too fast in that game. Also the voice acting although bad is less faggoty from Steve.
Also I didn't say anything about this but they're totally different games... its not an alternative to anything because its an entirely different genre of game. I like the chronicles games but are you honestly telling me you play resident evil for the story? Even then you're missing many crucial details like the iconic ant scene and the pacing which makes anything in the setting even worthwhile since its horror atmosphere comes from the moments between the action.
 
Badly aged mechanics stick out more when the gameplay doesn't evolve to make them feel new, fun, or like they belong. It's easier to forgive something or even enjoy it if the game incorporates or compensates the mechanic into its gameplay.

There's some genuinely rough design choices. Some of the Sierra titles (and early LucasArts titles, like Zak McKracken) had some horrific UI issues even for being "point and click", even if your inevitable death (or worse, lockout) wasn't lurking around every corner. Most other games are okay.
 
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The bonus fights in the first (second?) God of War game didn't have a save feature and people would leave their consoles on overnight rather than lose their progress and have to replay them.

The bonus dungeon in Wild Arms 3 has a ton of floors, takes hours and hours to finish and you cannot save there. I hate stuff like this.
Codes to resume play instead of save files were even worse. When you beat the level you would get a code sequence that could be manually entered into the game the next time you started it up to resume your progress. Things like the save codes for something like Golden Sun II were nauseating and often didn't even work which was infuriating to waste all that time. You would enter a code that was encyclopedic in length and the game would give you an invalid code message anyways.

Faxanadu for NES had the worst password system I ever used because the font was horrendous and it was so easy to make a mistake when copying it down. God help you if you lost that piece of paper. You were screwed.

I didn't know Golden Sun II had save codes. Why? Weren't we way past that with RPGs by GBA's age?
 
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The bonus dungeon in Wild Arms 3 has a ton of floors, takes hours and hours to finish and you cannot save there. I hate stuff like this.


Faxanadu for NES had the worst password system I ever used because the font was horrendous and it was so easy to make a mistake when copying it down. God help you if you lost that piece of paper. You were screwed.

I didn't know Golden Sun II had save codes. Why? Weren't we way past that with RPGs by GBA's age?
It allows multiple saves at the very least.
 
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Street fighter EX Plus Alpha

The first Splinter cell

The first Soul Blade

All the Tenchu games

Dragon Ball Z Hyper dimension
 
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My Spellsword character with 50 agility and 70 long blade skill still misses half his sword swings so I mostly just run around like a headless chicken casting OP spells.
Your agility and luck are unreasonably low then, at 70 blade you shouldn't be missing at all unless...

You haven't experimented with mechanics enough and realized charge hits are far more effective than spamming attack.
 
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