Yellow paint and other shit like that. It's not the fact that the paint exists it just feels a bit silly at times like there was paint all over a ladder in RE4R and I thought that was really stupid like if most ladders didn't let you climb okay I can see a reason for it but you can climb every ladder and it's extremly obvious that's where you're meant to go anyways. If these guides were implimented better to show you the way like in FF7R for example using the lifestream to show your party where to go then I wouldn't be complaining. I get why it's there I respect it for what it is I personally think it's dumb.
Yellow paint and other shit like that. It's not the fact that the paint exists it just feels a bit silly at times like there was paint all over a ladder in RE4R and I thought that was really stupid like if most ladders didn't let you climb okay I can see a reason for it but you can climb every ladder and it's extremly obvious that's where you're meant to go anyways. If these guides were implimented better to show you the way like in FF7R for example using the lifestream to show your party where to go then I wouldn't be complaining. I get why it's there I respect it for what it is I personally think it's dumb.
Unskippable cutscenes and animations. Another thing I hate is when the set-up is too long. I get the need for an intro to set the stage and a brief tutorial if your game's mechanics are unusual but if I'm not playing the game proper within 20 minutes I am mightily cheesed off.
I'd really just say an overreliance on "chosen one" type stories. Games take the all-to-common chosen one story and crank up the pandering to new heights by having every character fawn over you as the player specifically. It makes me uncomfortable and endlessly groan, surely no one is lame enough to want the game to endlessly praise their mediocrity ALL THE TIME without merit right?
For me, it's forced tutorials. I also hate crappy D-PAD layouts (The car racing mission in the Genesis' Toy Story release / walking in the original Resident Evil, etc.).
That item that is only useful for one or two quests but you can't get rid off once done, especially if the game lacks an storage mechanic, or in the contrary that item that you will need but you AREN'T PREVENTED OF SELLING forcing you to in more charitative cases having to buy or farm for the thing(s) again or in worst cases locking you of the ending you wanted
Breakable weapons, don't care if they add inmersion or tension, all they add in my book is wasting your time upgrading something that will break like any startgame weapon, this is why i hate Dark Cloud 1 and one of the few gripes i have with BOTW/TOTK
Hypocrital moral based endings, AKA when you aren't allowedd to punish the character that tried to kill you because you will lose the good ending only obtainable with pacifism, irking is in Undertale Yellow where
Ceroba, the Pacifist final route, can be killed, but that leads to a lacking ending compared to sparing her, ¿The hipocrisy? SHE TRIES TO KILL YOU TO FIX HER OWN MISTAKE, granted, you end up giving her and the entirity of Monsterkind hope if you spare her, but... no
Barely rewarding hard sidequests, in EO1 there is a sidequest where you should stay FIVE DAYS in one floor, not in a strata, FLOOR, time only advance with steps, so my only way to beat it is to cheese it in a three tile aisle without enemies (As fun as you expect) ¿The reward for your troubles? A WEAKASS STAFF THAT DOESN'T EVEN BOOSTS INT, MAKING IT USELESS EVEN AS MAGIC CLASS IMPROVER
Redundant tutorials, i don't mind them teaching the unique gimmick, but stuff like "PrESs A TO ReaD TUtoRIAls LikE THIs OnE" makes my blood boil, i prefer more diegetic natural ones like BOTW's great Platea where you have to find your way before being able to leave or the famous 1-1 in OG super Mario
The typical "Hello, i am a wuby luby game I LIED I AM A HORROR GAME WITH ADULT METAPHORS AND BIBLES OF LORE OR SOMETHING FUCK YOU" it was original in Eversion, nowadays the poor horse at this point is liquid
I'd really just say an overreliance on "chosen one" type stories. Games take the all-to-common chosen one story and crank up the pandering to new heights by having every character fawn over you as the player specifically. It makes me uncomfortable eland endlessly groan, surely no one is lame enough to want the game to endlessly praise their mediocrity ALL THE TIME without merit right?
I do have to say I enjoy it when stories play with The Chosen One concept. Like Dark Souls 1, where your Chosen Undead is just being buttered up and played to uphold the status quo.
The typical "Hello, i am a wuby luby game I LIED I AM A HORROR GAME WITH ADULT METAPHORS AND BIBLES OF LORE OR SOMETHING FUCK YOU" it was original in Eversion, nowadays the poor horse at this point is liquid
Ngl, this actually pisses me off more than it probably should, but it's probably because the market is so saturated with "what if cute child-like thing...BUT ACTUALLY HORROR" things that it's disgusting.
I complain openly and loudly about UX/UI all the time I hate my life why can't I just enjoy things (head in my hands) grrrrrrnnnnnnggggggg:
- unnecessary button presses. i don't wanna press 30 buttons to confirm things. was trying out some gfl2 and when setting up a team, it requires 3 or 4 clicks like WHAT IS WRONG WITH YOU!!! shave it down. you only needed 2. i am the player i am right and i need to be served all the time.
- let me see the stats of my items clearly. please dont obfuscate it just like gimme a number. also let me stack items or sort them or something.
- button color choices for hover/highlight stress me out. please make it very clear when i am clicking something and when i am not. make the colors VERY DIFFERENT and hover better not be grey i wear on all that is holy. grey i the color of deactivation. no activation. make it stop.
- if your save is in a menu, i want to be able to bring it up immediately. i dont wanna click 50 buttons to save. just two (bring up menu -> save) (wala!)
- if you are in a game where you exit a dungeon and need to heal, you should have the healing place available with as few button presses as possible. you shouldnt hafta walk through a maze just to get to your bed. ideally, you should just press up ⬆ out of the dungeon and you can walk right into bed after holding down for a second or so. this is for games where you have like a hub town or something.
so basically i don't wanna press a button ever lol. they're just things that build up over time and really drag down the experience in a way that makes you averse to playing the game you wanna play.
also, we live in the new age visual novels should have history logs and if they have live2d, should have in-built fps caps that dont explode your computer. yes this issue pops up a lot. i dont blame old vns for the log thing cos they just didn't have the systems but the future is now, buddy.
Another one is when the Protagonist has an iconic weapon in all the artwork/promotional material, but said weapon ends up being either dogwater or quickly rendered obsolete in game so you barely use it. OG FF7's Buster Sword comes to mind.
I like the way Castlevania Portrait of Ruin or Fire Emblem Awakening handle it, where the "Hero Weapon" gets an upgrade or 11th hour powerup to make it relevant again.
Another one is when the Protagonist has an iconic weapon in all the artwork/promotional material, but said weapon ends up being either dogwater or quickly rendered obsolete in game so you barely use it. OG FF7's Buster Sword comes to mind.
I like the way Castlevania Portrait of Ruin or Fire Emblem Awakening handle it, where the "Hero Weapon" gets an upgrade or 11th hour powerup to make it relevant again.
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