Pet Peeves in video games

RPGs that tie damage output to your skill level... I feel that's simply wrong: your aim, speed and accuracy should suck, but you should be just as lethal with a weapon as a seasoned veteran than as a rookie.
I always thought about it this way: if a rookie character is missing more shots/hits than a veteran, they're going to do less overall damage on average, even if individual hits inflict the same amount of damage regardless of skill level

Pet peeve is shitty flashlights in every horror game ever
 
Healing bosses, ¿if it's a gimmick or some sort of puzzle? i take it ¿Healing just because? Now i want to go to the programmer's house and force feed him Gorgonzola
 
Healing bosses, ¿if it's a gimmick or some sort of puzzle? i take it ¿Healing just because? Now i want to go to the programmer's house and force feed him Gorgonzola
You would probably hate fighting Ultima in Final Fantasy XII: a boss that can not only hurt you by casting healing magic on you, but can make you hurt yourself if you cast healing magic on yourself. And you get hurt every time you attack her.
 
Healing bosses, ¿if it's a gimmick or some sort of puzzle? i take it ¿Healing just because? Now i want to go to the programmer's house and force feed him Gorgonzola
Agreed, it's more like a race than having a strategy.
 
RPG's that give you stupid items in chests. FF7 is a good example. You're near the end and on your way to fight Sephiroth, you have 9999 HP and you open a chest with a Hi Potion in it. Gee thanks, what a find!
Still doesn't beat the ultimate item from Zelda BotW & TotK: Hestu's "gift" for collecting all the Korok seeds is literally a useless piece of ƒ¡‡.
 
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Still doesn't beat the ultimate item from Zelda BotW & TotK: Hestu's "gift" for collecting all the Korok seeds is literally a useless piece of ƒ¡‡.
that's more of a joke from the developers. they seem to have started learning and hearing about what the players of their games do, and decided on a prank in response to that.
 
When random encounters are too frequent

Unskippable cutscenes especially after get a game over (i e. Final Fantasy X PS2 version)

Good game, ? story/annoying protagonist

Games with broken controls

Older games with really long passwords

Bad level design (i.e. Tomb Raider III)
 
When random encounters are too frequent

Unskippable cutscenes especially after get a game over (i e. Final Fantasy X PS2 version)

Good game, ? story/annoying protagonist

Games with broken controls

Older games with really long passwords

Bad level design (i.e. Tomb Raider III)
Agreed but 0 encounters isn't the best either.

True, Vanilla FFX is quite harsh especially with Yunalesca

I can stand a bad story if the gameplay is good. An annoying protag could break it tho.

Yes, of course.

Yes but bless savestates.

I didn't play TR but true, even with maps today.
 
Agreed but 0 encounters isn't the best either.

True, Vanilla FFX is quite harsh especially with Yunalesca

I can stand a bad story if the gameplay is good. An annoying protag could break it tho.

Yes, of course.

Yes but bless savestates.

I didn't play TR but true, even with maps today.

I tried to play Sword of Mana but the story was awful and hero was annoying. I prefer the original gane Seiken Densetsu/Final Fantasy Adventures
 
When random encounters are too frequent

Unskippable cutscenes especially after get a game over (i e. Final Fantasy X PS2 version)

Good game, ? story/annoying protagonist

Games with broken controls

Older games with really long passwords

Bad level design (i.e. Tomb Raider III)
Yeah, I hate that too.
 
excuse me if there's already a thread like this, i searched for "cliche" and "pet peeve" and nothing came up.

anyways, mine is annoyingly long jumps in 3d platformers. why yes i would love to hold down the jump button for like 9 seconds while watching my character very slowly float towards the stationary platform! what a thrilling test of my abilities! especially when there's multiple right after one another, the fact that i've done this stupidly simple yet very slow task 5 times in the last 2 minutes really enhances the experience! (i can tolerate them if they're sparse though)

it's part of the reason why i consider battle for bikini bottom wildly overrated (and why i dropped it at the level where you jump from leaf to leaf at night), and one of my peeves with what little of crash of the titans i've played.
 
Always bugs me when higher difficulty levels in games just change around the damage and health values and nothing else. I always prefer when it changes actual elements of the game or enemy spawns, like Ninja Gaiden.
 
RPGs with ridiculously high encounter rates or if equipment is a linear progression with no other fun stuff attached to it. Also any game where the walking speed is ridiculously slow.
 
Crafting. I'm so fucking sick of crafting in games. No I don't want to go collect a bunch of random bullshit so I can turn it into something useful. Just give me the useful thing. It was novel when Minecraft came out and if it was only used here and there it wouldn't be so bad but crafting systems are everywhere. I just find them so boring and tedious. I think I hit peak crafting fatigue with Skyrim. There was one play session where I spent 3 hours doing nothing but crafting and arranging my inventory. When I realized that I turned the game off and I haven't played it since.
 
Always bugs me when higher difficulty levels in games just change around the damage and health values and nothing else. I always prefer when it changes actual elements of the game or enemy spawns, like Ninja Gaiden.
in fairness this makes it easier to add a more customizable difficulty selection like in persona 4 golden, though this potential is usually unutilized and might arguably make the game too malleable
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and that reminded me of another design choice i dislike: games that automatically make themselves easier when you fail repeatedly, i know mighty no 9 and the ratchet and clank games do this, at it's best it's not noticeable, but i don't think it should be there at all.
 
Always bugs me when higher difficulty levels in games just change around the damage and health values and nothing else. I always prefer when it changes actual elements of the game or enemy spawns, like Ninja Gaiden.
Y E S
E
S

Numbers is the absolute worst way to up the difficulty, because it doesn't make anything harder. It just makes it more of a slog. There are so many games that try this, and without fail they make me just stop.

I'd say grinding. While it generally hasn't been necessary since 1989, some bad games show up every so often and decide that you need to waste time leveling up to progress. You should be having a hard time because your strategy is shit, not because you didn't waste enough time. This also ties directly into the difficulty = numbers mindset.
 
I was never fond of the mandatory aim down sights mechanic to actually hit something; it's cool from a immersion perspective but tying it to game balance was a mistake.
 
just change around the damage and health values and nothing else
One of the few games I'm okay with this are the 3d Ys, feels too easy on anything lower than nightmare lol also enemies are more aggressive and I think their attacks are also faster
 
Mine are Corpse Runs. where when you die you lose your stuff and have to go back to where you died or risk losing them when you die again.
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Those "You are supposed to lose" bosses, they are meant to make the enemy look threatening, like, even all your cool crap and stats won't dent this guy...¿A CUTSCENE WON'T BE ENOUGH? especially since some of them look like reguar battles so either i end up quitting or wasting hard to or impossible to recover items
Always bugs me when higher difficulty levels in games just change around the damage and health values and nothing else. I always prefer when it changes actual elements of the game or enemy spawns, like Ninja Gaiden.
Beat me to it, i never has beaten any Kingdom Rush game in higher than easy, not because i suck, but because all they do is make enemies spongier in not a game, a GENRE where those enemies are frowned
 

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