Have you ever revisited a game you played a long time ago, and you get to THAT part?

@BrawlMan
Dont you dare speak against the MIGHTY SUDA51!!!

killer-is.gif


bonus points if you name the game, Professor...
 
@BrawlMan
Dont you dare speak against the MIGHTY SUDA51!!!

View attachment 187113

bonus points if you name the game, Professor...
KILLER IS DEAD (Mondo voice for the title) is fine, but i'm strictly talking about Romeo. The worst KiD has to deal with are some of those walking sections, in the dream segments (especially the first one), but really doesn't have any bad areas overall. Also, Suda51 only acted as producer for KiD. He did not direct it.
 
@BrawlMan
Dang it "Professor" there you go again...
It was a simple joke about how you talked bad about Grasshopper,
Now Suda's gonna send some muscle, I thought of KID
then looked around and found that gif. Then for fun
I said who is it, when I obviously know that you know.
Then of course the whole thing becomes a public dissertation...

WHAT!!! now you got me doing it... ::eggmanlaugh
 
@BrawlMan
Just for that you have to watch the finest man that ever walked
onto a basketball court.

Magic J.gif
 
@BrawlMan

Magic is the GOAT. Motherfucker was so bad ass he beat aids. and if that's not
good enough for you I just found out Magic Johnson currently owns 30 Burger King locations. Through his investment firm, Magic Johnson Enterprises, he initially purchased 30 franchises in 2004, and his portfolio has since hovered around 60 to 61 outlets. OK, the best B-ball player ever, but a shitty cook.
Burger King blows. ::puke AND... Magic and Isiah were butt- buddies ::eggmanlaugh

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Team Wind Waker Lover fan here, but the Triforce quest could be WAY better, no wonder people hates Tingle, you rupee hogging cheapstake bastard, worse, i tried but no, you can't get the pieces if you simply know where they are, you NEED to pay that manchild lima bean more than i payed in a Zelda game period
 
Team Wind Waker Lover fan here,
I don't even know the rest of the shit you said, you had me just after this.
One of my top 3 favorites ever. I love that game. Did/have/did you know about
the HD windwaker? I don't know what you got going on, but you can run that
game on your PC with I think Citra emulator, I misremember. It is AWSOME.

96ajAI.gif
 
Code Vein 1 - Cathedral. To this day I don't actually know how I got out of it, but I did. The thought of this area has prevented me from replaying the game since launch.

Mega Man Legends 2 - Nino Ruins. AKA one of the dreaded 90's water dungeons. The fast forward function in emulators resolves this one, though.

Most Ace Attorney games - Case 3. Well known for wasting your time as you blindly wander around hoping to trigger the right sequence of internal flags or pixel hunt the right clue to continue with the damn story.

Final Fantasy 14 - Catching up through the entirety of several dozen hours of story content I'm not even remotely interested in to play with my friends.

Persona 5 Royal - The entirety of the base game to get to the new content. Had no issues with this in Persona 4 Golden, though, since I like that game a lot in comparison.
 
  • Okami: The entire first hour of tutorials.
  • Persona 4: The first few hours before you get to the first dungeon.
  • Dark Souls: Blighttown and Lost Izalith.
  • Final Fantasy XII: Again, the first few hours are so slow.
 
Yeah that the one my problem all weapons and items had a durable once hit zero you better find one but the problem are chest all of them had a trap you must enter button before time limit ends if you failed the treasure will explode and bye bye for that item.
Fr those chest are brutal espescially that one in the harpy nest

what the fuck was that combination in my entire playthrough i have only got it once and i beat this game several times lol
 
I really love Cladun X3 but there are times I have to (or feel like I have to) redo most of my magic circle setups, which I make it worse than it is by procrastinating.

Nit picky over processed stuff that’s just straight chores is what really blocks me a lot, but a lot of times it’s me putting off learning the “clever” way to do it.
 
Team Wind Waker Lover fan here, but the Triforce quest could be WAY better, no wonder people hates Tingle, you rupee hogging cheapstake bastard, worse, i tried but no, you can't get the pieces if you simply know where they are, you NEED to pay that manchild lima bean more than i payed in a Zelda game period
I came really close to quitting when I got to that part. But I was already pretty sick of it by that point. I really didn't like Windwaker. Literally the only reason I finished the game was because I wanted to see if they did a demon form Ganon in the cel shaded style and then that was a disappointment as well. I really hate the way the game almost implies you've got a whole bunch more game ahead pretty much until you actually start the triforce quest. Or maybe that was just my hopeful delusions because I just could not understand how the brand new Zelda on the gamecube had less dungeons than both Ocarina of Time and A Link to the Past. I'll probably never replay Windwaker but I absolutely would never do that triforce hunt quest again.

The drone missions in San Andreas are usually where I end up stopping whenever I've tried to replay it. I hate those missions so much and you have to do them. Also not really a big fan of the rhythm game mission.

Speaking of rhythm games, that one in Oracle of Seasons in Subrosia is also pretty awful as well. I also don't really like the shell collection quest in Link's Awakening. Majora's Mask has a bunch of stuff I kind of dread even though it's one of my favourite Zelda games. Kafei's quest, the alien invasion on the farm and most of great bay. For Twilight Princess it's basically the entire intro of the game until you leave the forest.

The idea of going through 2300AD again in Chrono Trigger is mostly what kept me from replaying it for probably close to 20 years until pretty recently. I hate that part of the game. All the domes are designed to be as tedious as possible. Even the areas with the friendly NPCs. It feels like it goes on forever even though it's actually a fairly small part of the game.

I used to dread the desert part of Final Fantasy V for some reason but last time I played it that area wasn't too bad. Now it's that timed run through the burning castle I don't really like.
 
Anytime i try to beat Final Fantasy I, even the objetively easier GBA remakes, my souls crinkles like a paper bag when it's time to reach the Ice Cavern, no more Cocatrices please game!
 
Or maybe that was just my hopeful delusions because I just could not understand how the brand new Zelda on the gamecube had less dungeons than both Ocarina of Time and A Link to the Past.
Blame the game being rushed but I'd argue that 12 dungeons are a bit too many, 8 is a perfect number.

The Triforce shard fetch quest is less tedious with a guide and knowing to get the rupees but it's clear it's dragging the game in an unnecessary manner and should've been a side quest during the game without the need to do all dungeons prior to the final. Even Metroid Prime had that issue.
 
the drop in quality and memorability Streets of Rage 2 takes stages 5-7

Like you can REALLY tell thats where Ancient started to get burnt out especially with how stage 6 doesn't even have a proper boss fight, it's just two of the guys you already fought with slightly different color palettes lmao
Stage 5 ain't even bad, R. Bear aside. Who you can cheese with a sword/pipe, so long as your not playing as Skate or at least have another player with you. Stage 7 at least has an actual dual boss that is not an asset reuse. The music awesome for these as well.

Final Fight 2 & 3 both have final levels that stretch on for too long, and really shows why the three enemy limit in most SNES brawlers fucking sucked. FF2 is still technically the worse with this, and only becomes fun when playing the rom hack that allows more enemies on screen. The game actually gets faster in pace. The limited enemy variety does not help 2's case especially.

I will admit Streets of Rage 4's final level got worse after first patch update where they removed the wrecking ball from the section where you face all variations of Big Ben. This section messes up many 1CCs or are guaranteed to lose at least 1 life. The wrecking made things fun and easier. Making the section go by much quicker. It was change not needed, and only pads the run time.
 
Stage 5 ain't even bad, R. Bear aside. Who you can cheese with a sword/pipe, so long as your not playing as Skate or at least have another player with you. Stage 7 at least has an actual dual boss that is not an asset reuse. The music awesome for these as well.

Final Fight 2 & 3 both have final levels that stretch on for too long, and really shows why the three enemy limit in most SNES brawlers fucking sucked. FF2 is still technically the worse with this, and only becomes fun when playing the rom hack that allows more enemies on screen. The game actually gets faster in pace. The limited enemy variety does not help 2's case especially.

I will admit Streets of Rage 4's final level got worse after first patch update where they removed the wrecking ball from the section where you face all variations of Big Ben. This section messes up many 1CCs or are guaranteed to lose at least 1 life. The wrecking made things fun and easier. Making the section go by much quicker. It was change not needed, and only pads the run time.
I liked how SoR 2 had a logical progression with how the cast are taking a boat leading to Mister X' island (that you see in the next level showcasing his tower) then the factory explaining why there are mechanical enemies seen right after.

I do hate dual bosses because Zamza and Jet are two of the most annoying bosses in the game because of the way you attack them. Technically Jet isn't a boss but more like a harder form of a mook while Zamza is the actual level boss.

I do think that SoR 2 almost feels like a remake with how there are similar themed levels in the game (the streets, the boat, the beach, the factory...) but I understand since it's an improved engine over the first and the level progression was better.

SoR 3 suffered from a lack of connection between levels since they removed cutscenes and there was a level with bikes planned which would've made sense for the progression. I did like the branching paths and wish SoR 5 would bring it back for replay value... Even Metal Slug stopped doing that post-MS3 sadly.
 
I liked how SoR 2 had a logical progression with how the cast are taking a boat leading to Mister X' island (that you see in the next level showcasing his tower) then the factory explaining why there are mechanical enemies seen right after.
It's that level of detail I love, and glad they brought in back in SOR4.

I do hate dual bosses because Zamza and Jet are two of the most annoying bosses in the game because of the way you attack them. Technically Jet isn't a boss but more like a harder form of a mook while Zamza is the actual level boss.
I've been made it to the point in my late teens where I can usually beat both without much issue now. More so when playing as anyone, but Skate. Once you know Zamza vulnerability frames after doing specific attacks just grab him and do the strongest throws. Though I can see how it can be annoying for most people. When it two players, just have one focus on Jet, and use standing jump kick attacks as he is charging. His AI does this almost every single time.

I do think that SoR 2 almost feels like a remake with how there are similar themed levels in the game (the streets, the boat, the beach, the factory...) but I understand since it's an improved engine over the first and the level progression was better.
That was a lot of 16-bit sequels. Games that were previously 8 bit, or were already 16 bit had sequels that felt like remakes to an extent. Splatterhouse 2 was just the first game (an arcade game and a PCE/T16 port), but somehow gorier, and you get to save Jennifer. There is even a second mansion behind the ruins of the mansion from the first game.
SoR 3 suffered from a lack of connection between levels since they removed cutscenes and there was a level with bikes planned which would've made sense for the progression. I did like the branching paths and wish SoR 5 would bring it back for replay value... Even Metal Slug stopped doing that post-MS3 sadly.
1994/1995 really seemed to be the era for the third entry for brawlers to have divergent/alternate paths for story lines and/or character development. SOR3/BKIII, Splatterhouse 3, Final Fight 3, and Rushing Beat Shura. Though I feel Shura did it the best, as it had more multiple endings than even SOR3 and different dialogue for each character or when in co-op. For SOR5 or Revolution, I honestly could not care for alternate paths coming back, so long as they're actually good. Streets of Rage is one of those franchises is where I feel works best when it follow the yellow brick road at its best. Helps that the franchise is great at having unique and dynamic environments to make up for it.
 
Zone of the Enders 2 has such an amazing, incredible level where you're going through the process of rampaging through factories with quite possibly the greatest song ever concieved in order to prove yourself to the scientist which can upgrade Jehuty.

But ... when you upgrade Jehuty, the difficulty falls into utter tatters and chaos where nothing feels as kinetic anymore when you was playing as Jehuty. "Congratulations, you now have this stupidly overpowered subweapon that takes a dump on the hyper fluid gameplay of switching through many subweapons that counters a specific enemy type or situation!" I LOVE playing that game so much UNTIL that part because it just becomes an absolute bore.

Not to mention the upgraded Jehuty designs just sucked. I don't have love for the MGS callbacks either with calling it 'Naked Jehuty'. This isn't MGS, so keep it in your pants Kojima.

I do like the fact the game starts giving you survival levels after you beat the game, though, and you can pick which ver of Jehuty you want, so now you can go insane to your heart's command with the best version of you as long as you can hold out. Always love bonuses like that in action games. Do away with the narrative driven story mode for a change and instead have an arcadey side-mode that takes the best parts of the gameplay and does a great job with it too.
 
Blame the game being rushed but I'd argue that 12 dungeons are a bit too many, 8 is a perfect number.

The Triforce shard fetch quest is less tedious with a guide and knowing to get the rupees but it's clear it's dragging the game in an unnecessary manner and should've been a side quest during the game without the need to do all dungeons prior to the final. Even Metroid Prime had that issue.
Metroid Prime's chozo artifact quest was slightly less bad because you could collect them any time. Wind Waker forces it all into one long tedious fetch quest. Honestly, even four dungeons wouldn't have been so bad if the rest of the game was packed like Majora's Mask.
 
Metroid Prime's chozo artifact quest was slightly less bad because you could collect them any time. Wind Waker forces it all into one long tedious fetch quest. Honestly, even four dungeons wouldn't have been so bad if the rest of the game was packed like Majora's Mask.
I feel like the HD remaster should've allowed us to get them in a more organic way. The shards in the chests was nice but more like a bandaid than a real fix.
 
I feel like the HD remaster should've allowed us to get them in a more organic way. The shards in the chests was nice but more like a bandaid than a real fix.
Yeah. I'm not really sure why they felt the need to add the map grind other than to pad the game out. That and Nintendo just seemed really intent on slamming Tingle down everyone's throats. It really wouldn't have been as bad if you could just find them without buying the maps first or if you only had to fill your wallet up one time for all the maps or literally anything other than the way they chose to do that part of the game.
 

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