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

I didn't know Golden Sun II had save codes. Why? Weren't we way past that with RPGs by GBA's age?
Beating the 1st gave you a retard-huge password to enter into the 2nd to transfer your party's data for when you get them in the latter portion of the game. It was probably the only way to make that work at the time, outside of getting 2 GBAs and a link cable, which I would imagine would be a bridge to far for most kids' parents back in the day.

Long passwords were a symptom of their time, I think. Most of the old NES games that used them were for a lack of an internal method of storing saves. The OG Legend of Zelda was one of the first games that had its own internal battery for save files, at least in the States.
 
an example I can think about, is Splinter Cell double agent for Pc and 360.
Chaos theory had a good UI which show your light level and sound. It was good at giving you information.
DA on the other hand, went with minimalist UI and showed you fuck all.
The only way to see your light level was in game, with Fisher having a phone on his back.

It was so godawful and sucked so much.

chaos theory.jpeg
Chaos Theory. You can see the light meter and sound meter there.

double agent.jpg
Here is double agent. the green cellphone is the only way you can see your light meter.
 
Last edited:
Collect-a-thons.

Don't play games like Banjo & Kazooie or DK64 in current year if you don't want your nostalgia ruined.
those games hold their value in the same way they did back then. great fucking babysitters. those are some bang for your buck games. Banjo 2 and DK64 in particular. if you have a kid, buy them those games and they will be busy for 6 fucking months because those games are so obtuse and frustrating with shitty cameras, over complicated puzzles, lots of 'where the fuck do I go?', 'how the fuck did I get here?,' 'how do I open this level?', 'what character am I supposed to be?', 'how the FUCK do I get up there and get that?', 'swimming fucking sucks', 'THIS MINI GAME IS FUCKING BULLSHIT!!!' moments that as an adult with lots of patience and experience I could probably 100% them both casually now, but I probably put like 200 hours into those damn games in elementary school without ever seeing the final bosses. I finally beat DK64 as a grown ass man at like 21 on that same save file I'd had since christmas 1999 or 2000 or whatever and only out of sheer hatred and anger. I pulled the 64 out of the closet and said okay you son of a bitch I'm going to finally fucking end this once and for all you've lived rent free in my head for far too long. Banjo Tooie with a free camera on 360 I did in like a weekend and besides the interconnectivity of the obtuse level design it's crazy how much easier the game is with a simple upgrade of controls. now whether it is fun or not is a separate conversation. I'd say the first one is but the second one sucks.
 
Last edited:
Hard Drivin' for the Sega Genesis. The graphics, I'm sure of it, would've been impressive for the time. Fully 3D polygonal graphics on a system meant to pump out arcade ports like Altered Beast? And it does it without an extra on-board chip like the Super FX Chip or the SVP Chip? Wow, that sounds incredible!

Well, if you're picking the game up now, you'll be graced with single-digit frame-rates that make it almost impossible to control with any degree of skill or finesse. And it only has one track, so the replay value is tanked even further.


This game was made completely obsolete the moment Virtua Racing got its own home port.
The real issue is the gunplay, the guns feel and sound like cap guns
I apologize if this is an off-topic sperging, but speaking as someone who has actually fired a gun, I find this complaint to be somewhat mystifying. The USP in Half-Life 2 doesn't sound that far off from your average 9mm handgun. It's obviously a lot quieter, because giving the player IRL tinnitus every time they clicked the mouse would be bad sound design, but it's still sounds really close. The fact that they "sound like cap guns" is because they're fundamentally powered by the same thing: a sudden explosion of gunpowder.

I think the reason people complain about it is because they're so used to studio-doctored sound effects from action flicks and video games that when they hear an actual gun sound, they think it sounds "weak" or "like a toy," completely missing the irony of comparing the sound of a real weapon to that of a children's toy.
 
Rayman 1's knockback when injured and low health pool in general.

Imagine being a kid and you hear how half of the maps are instant deaths due to how disgustingly unforgiving the game becomes.

The fanremake alleviates it by deleting knockback and removing the instantkill spikes.
 
StarCraft has a strict restriction of being able to only control 12 units at a time. This is a huge issue, especially as the Zerg, because it means massing large armies is a gigantic hassle that only the most autistic Korean esports players and esports LARPers are willing to tolerate. It gets even worse with custom content, because they typically assume you're one of these turbo autists that has a two-billion APM micro, and thus gives the computer factions an artificial advantage far greater than what the vanilla campaign dishes out.
 
  • Agree
Reactions: Thiletonomics
StarCraft has a strict restriction of being able to only control 12 units at a time.
Warcraft still has this in its latest version as well, The Frozen Throne. This was immediately addressed in Starcraft II but lead to other issues that also coincided with balance problems as well. But Starcraft also had tons of other highly outdated designs and mechanics as well. Also despite being able to select all of your units and buildings at once in Starcraft II compared to Brood War, the APM levels are still the same at competitive play. So it changed absolutely nothing in terms of the dexterity required. The focus is just different.

In Starcraft you could not select multiple buildings at the same time. You had to individually click on every production building to make units. You could not queue units and upgrades in sequence. So to select any upgrades in a building you had to clear the entire queue. You could not chain rally points from buildings to make unit move a little easier. You could not rally workers to resources from buildings you had to manually click them. There are tons of other examples. Point is that the APM in Brood War is often about overcoming the dated design in the game. The APM in Starcraft II is about controlling your death ball and armies and everything else is practically automated compared to Brood War.

Yet most top players still seem to prefer Brood War or Warcraft III compared to Starcraft II.
 
  • Like
Reactions: Book Thief
Playing Telltale games... Any QTE cutscenes.

Yes, I'd like to replay the same cutscene 100 times so that I can fail the same one bullshit QTE. I had to disable the QTE in Guardians of the Galaxy cause they're so obnoxious and come out of nowhere and ruin the enjoyment of the game.
 
StarCraft has a strict restriction of being able to only control 12 units at a time.
Still an issue even with the remastered version.

Yet most top players still seem to prefer Brood War or Warcraft III compared to Starcraft II.
In SC2 you may as well give all the units and buildings 1 hp since armor upgrades do them no good and the TTK is too damn high for how long it takes to pump out an army even with multiple production buildings and its even worse in the PVE modes. The developers weren't as cheap killing off your units from off screen if you did too well either in Co-op/PVE.

You really stop giving a shit about all these fancy cutscenes like in Heart of the swarm when the entire contingent of marines + armored units would just suddenly explode if a zerg even farted in their direction in game. Halo wars 1 and 2 did these kinds of cutscenes better because the spirit of fire's marines weren't equipped with fucking bio-chinesium armor in game like blizzard loves to use in all of their games.

Even the marines and covenant grunts, the weakest units in the game, could take a few hits if you garrisoned them somewhere so you could admire the work put into all of the game's unit animations. Compared to blizzard making their units look all tough and badass but they're glorified deathtraps that go off with the slightest change in the breeze. I can't see any animations when they have a 0.000001 TTK even with max upgrades.
 
Last edited:
Still an issue even with the remastered version.


In SC2 you may as well give all the units and buildings 1 hp since armor upgrades do them no good and the TTK is too damn high for how long it takes to pump out an army even with multiple production buildings and its even worse in the PVE modes. The developers weren't as cheap killing off your units from off screen if you did too well either in Co-op/PVE.

You really stop giving a shit about all these fancy cutscenes like in Heart of the swarm when the entire contingent of marines + armored units would just suddenly explode if a zerg even farted in their direction in game. Halo wars did these kinds of cutscenes better because the spirit of fire's marines weren't equipped with fucking bio-chinesium armor in game like blizzard loves to use in all of their games.
Skill issue.
 
I made the mistake playing one out of nostalgia but JRPGs with grinding especially at mid to late game when you already invested time and feel cheated for the time waste.
 
an example I can think about, is Splinter Cell double agent for Pc and 360.
Chaos theory had a good UI which show your light level and sound. It was good at giving you information.
DA on the other hand, went with minimalist UI and showed you fuck all.
The only way to see your light level was in game, with Fisher having a phone on his back.

It was so godawful and sucked so much.

View attachment 5752293
Chaos Theory. You can see the light meter and sound meter there.

View attachment 5752297
Here is double agent. the green cellphone is the only way you can see your light meter.
It's kind of amazing how much momentum Splinter Cell had built up as a major, well-regarded franchise after Chaos Theory only to completely destroy all that goodwill and never really recover in a single game.
 
Point is that the APM in Brood War is often about overcoming the dated design in the game.
Still an issue even with the remastered version.
You know how people made source ports of DOOM, and added a bunch of optional quality of life features like vertical mouse aiming to make it more palatable to a modern audience? What if we had something like that for StarCraft, where you can toggle a bunch of new features to fix the bass-ackwards game design of the original, like better path finding, or control groups bigger than FUCKING 12? Because as a Zerg player growing up, I yearn for the 150 supply Zergling death ball, but as an adult, I can't be fucked to learn how to manage that when I'm hamstrung by the game's control group limitations.

And if your answer to me is "just go play StarCraft 2," then I've got one word for you...
 
  • Agree
Reactions: Thiletonomics
Here is double agent. the green cellphone is the only way you can see your light meter.
That's cause you played the wrong version of Double Agent. The ps2/gamecube version was closer to an expansion pack to chaos theory.
 
It's kind of amazing how much momentum Splinter Cell had built up as a major, well-regarded franchise after Chaos Theory only to completely destroy all that goodwill and never really recover in a single game.
I blame Conviction for SC's fall into disgrace.

Speaking of mechanics, I would have said dating-sim mechanics but 2 in particular stand out: the gay option and the "hidden" third waifu option. The latter is just a copout path when the game presents with two choices that are obviously shit, the hidden path being made as a "break glass in case of player not being happy" scenario. The former is obvious, a gay option.
 
Warcraft still has this in its latest version as well, The Frozen Throne. This was immediately addressed in Starcraft II but lead to other issues that also coincided with balance problems as well. But Starcraft also had tons of other highly outdated designs and mechanics as well. Also despite being able to select all of your units and buildings at once in Starcraft II compared to Brood War, the APM levels are still the same at competitive play. So it changed absolutely nothing in terms of the dexterity required. The focus is just different.

In Starcraft you could not select multiple buildings at the same time. You had to individually click on every production building to make units. You could not queue units and upgrades in sequence. So to select any upgrades in a building you had to clear the entire queue. You could not chain rally points from buildings to make unit move a little easier. You could not rally workers to resources from buildings you had to manually click them. There are tons of other examples. Point is that the APM in Brood War is often about overcoming the dated design in the game. The APM in Starcraft II is about controlling your death ball and armies and everything else is practically automated compared to Brood War.

Yet most top players still seem to prefer Brood War or Warcraft III compared to Starcraft II.

I do find it interesting that that's the case with BW and WC3 being preferred over SC2, while with Age of Empires, 2 is the most preferred version. 3's mechanic changes feel very foreign compared to the first 2 AOE games, and AOE1 is very archaic in comparison, but is apparently still played in Vietnam and China, due to it being able to run on ancient computers. To give AOE2 credit though, the medieval setting being much more popular, compared to the ancient setting in AOE1, the significant gameplay upgrades, and Civilizations feel more unique with Unique Units, Unique Techs, and unique Wonders, makes it understandable why AOE2 is the preferred game of the series.

Speaking of Age of Empires 1, that game also had numerous mechanics, similar to BW, that make it feel clunky. The big example was that in the base game, you can literally only make ONE unit at a time with military buildings. The Rise of Rome expansion made it so you can queue multiple units, i.e. multiple Chariot Archers, but you couldn't queue other units in queue. That was fixed with Age of Empires 2, with being able to queue multiple different things at a time, i.e. queue 2 Archers and 1 Skirmisher at an Archery Range. Another example was the drop-off buildings for resources in AOE1 makes Storage Pits more useful, since you can drop off Wood, Gold, Stone, and meats (Hunting, Fishing), while Granaries are only drop off points for Berry Bushes and Farms, whereas the drop-off buildings in AOE2 were self-explanatory, Lumber Camps for Wood, Mining Camps for Gold and Stone, and Mills for all Food sources. (Sheep, Hunt, Fish, Berries, and Farms) AOE1, just like BW, also did not have the ability to set rally points for your buildings as well, which was added in AOE2.
 
Last edited:
fwiw, Hard Drivin' is also an arcade port, if you were unaware. It's supposed to look like this:
I had heard that Hard Drivin' was an arcade port, but I had never seen footage of it before. That does look significantly more playable, since it has a much smoother framerate. A shame the Genesis port is what we got instead.
 
Back