Sections or parts in games people tend to find frustrating that you actually enjoy.

I recall people being real mad at the incredibly slow build-up of the original Half-Life (from the tram to the disaster at the test chamber), but I honestly think it's examplary gameplay. They convey so much just by letting you walk around NPCs doing their own thing and interacting with the environment with very little dialog to boot. Unlike the vast majority of games, this one's world is not about you -- you are simply another face on a huge company and the game isn't afraid to let itself breathe before dumping you into endless action from then on. It's economic storytelling at its finest.
I think that it's mostly a generational thing where it was a new way of getting immersed but with time those long intros became more commonplace so it may be jarring that a retro FPS from the 90's could have that (whereas Doom, Duke3D and Quake are more straightforward into the action).

Anyway, each time someone starts the game for the second time they could type "map c1a0" in the console to skip it entirely.

Turbo Tunnel in Battletoads is almost universally despised, I kinda like it
After Clinger Winger I've accepted this map much more.

As for the Water Temple in OoT wasn't it fixed with the 3DS release?

The job minigames in No More Heroes (I actually think they add a lot to the atmosphere and the game suffers without them)
Tick Tock Clock
If you optimise your time well you don't have to spend too much of it just to access the next battle.

In fact the priority would be getting upgrades so you would do the jobs much faster, walk faster in the city and have an easier time with the bosses.
 
The job minigames in No More Heroes (I actually think they add a lot to the atmosphere and the game suffers without them)
Knowing Suda51, i always believed they were repetitive on porpuse on the same way the world is empty deliberately
 
Knowing Suda51, i always believed they were repetitive on purpose on the same way the world is empty deliberately.
I feel like you only have to do the newest one three times at best to unlock the next tier.
 
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Knowing Suda51, i always believed they were repetitive on porpuse on the same way the world is empty deliberately
Travis being a dorky otaku in 1 is a huge part of the games charm, and I think the part-time jobs add a lot to that theme. The later games kind of ruined him for me by making him more of a badass. The whole idea of NMH being a hyperviolent open world romp was also very much a reaction to the Wii's perception at the time. Suda was punching way above the hardware's weight (and demographic) and he knew it, which is part of what makes the game feel so unique and iconoclastic.
 
I really like the gold bolt challenge in the first Ratchet and Clank where you have to pilot a series of visibombs around and into a curvy tunnel to break barriers to access it. I found it kinda cathartic to just very meticulous tweak my positioning and control.

And for a more recent game: I actually really like the hallway bit of FFXV where you don't have your weapons. It's an interesting little horror segment.

Also also, I always love the Blitzball sections. I used to a know a lot more people that didn't like it, but nowadays it seems like everyone has warmed up to it?
 
I would've unironically liked it if Blitzball was a diet underwater PES instead of a RPG-like sport game.

Travis being a dorky otaku in 1 is a huge part of the games charm, and I think the part-time jobs add a lot to that theme. The later games kind of ruined him for me by making him more of a badass. The whole idea of NMH being a hyperviolent open world romp was also very much a reaction to the Wii's perception at the time. Suda was punching way above the hardware's weight (and demographic) and he knew it, which is part of what makes the game feel so unique and iconoclastic.
I dislike that No More Heroes went the Saints Row route of making things crazier and over-the-top (like IV did while even The Third was more or less down to Earth) because it was what people liked in the game (despite the implications of the story and how it had some sincere moments)...

I like the contrast between Travis mercilessly killing people for a contract one day but the next he's casually mowing the lawn for a quick buck.

I also have preferred the way the game had relatively low poly models and a heavy black shading compared to the PS3 port and the game's sequels.

But enough rambling from me.
 
I had no idea that the 'On a Rail' section of Half Life was generally hated until quite recently. It's one of my favourite bits.
 
There are several wildly specific races in Test Drive: Unlimited... like, you have to take turns exactly or you'd crash into the boundaries, lose your footing and never recover. I used to hate them, but now I kinda enjoy them. They are very rewarding when you actually manage to pull them off.
 
I had no idea that the 'On a Rail' section of Half Life was generally hated until quite recently. It's one of my favourite bits.
I have learned to appreciate that chapter by actually letting the train behind me.

It's a higher risk since the floor is electrified but at the cost of having less detours to do since the entire chapter can be done without riding the train (except the beginning with the electrified water).

Same thing with Highway 17 since you can go past several checkpoints in the game.
 
I've always loved the treasure hunting levels in Sonic Adventure 2. Mad Space is perhaps the most hated level of all, but it's one of my absolute favorites. When playing multiplayer as a kid, it was one of the levels my friends and I would always choose due to how expansive it was, I had no idea it was disliked until years later.
 
I like Blitzball

I think driving and killing enemies with the Mako in Mass Effect 1 is awesome.

I played more Blitzball than the actual game itself. Hours of Blitzball then "I guess I better play the main quest for like 20 minutes before I go back to Blitzball bliss."
 
I have learned to appreciate that chapter by actually letting the train behind me.

It's a higher risk since the floor is electrified but at the cost of having less detours to do since the entire chapter can be done without riding the train (except the beginning with the electrified water).

Same thing with Highway 17 since you can go past several checkpoints in the game.
I think this is generally how I play as well - you jump on and off the train a lot, are more cautious and it's more fun sneaking up on the soldiers.
 
The water puzzle in Onimusha 1. I don't remember struggling to get past or even failing this puzzle so I never understood people's frustration.
 
This might be already answered in this thread, maybe, I hope so, I just did not check.
The Legend of Zelda: Wind Waker's 8 pieces for Triforce of Courage.
To others, this is tedious filler. To me, this was making me do what I enjoyed doing a lot in the game: Exploring the great sea. To me, sailing was a relaxing act. To me, the game going silent, and the rain starting during sailing was something that just calmed me in a way that nothing else quite does. I just generally enjoyed the sailing in the game, and the part that makes you go out and explore it for a goal was the part I could find a lot of the side quests, and get lost in the sea, I loved it, and I feel like the only person who experienced it like the developers meant it. I have not yet played HD version fully through on my Wii U, and I am sure I will be slightly let down by the nerfed version of the quest. I just really never disliked the part of the game since i enjoyed the sea and sailing. Thus far, only game that has captured that love for me is Sea of Thieves.
 
This might be already answered in this thread, maybe, I hope so, I just did not check.
The Legend of Zelda: Wind Waker's 8 pieces for Triforce of Courage.
To others, this is tedious filler. To me, this was making me do what I enjoyed doing a lot in the game: Exploring the great sea. To me, sailing was a relaxing act. To me, the game going silent, and the rain starting during sailing was something that just calmed me in a way that nothing else quite does. I just generally enjoyed the sailing in the game, and the part that makes you go out and explore it for a goal was the part I could find a lot of the side quests, and get lost in the sea, I loved it, and I feel like the only person who experienced it like the developers meant it. I have not yet played HD version fully through on my Wii U, and I am sure I will be slightly let down by the nerfed version of the quest. I just really never disliked the part of the game since i enjoyed the sea and sailing. Thus far, only game that has captured that love for me is Sea of Thieves.
I think that the most frustrating part of the quest is that each charts have to be deciphered by Tingle (thus having you doing the Tingle side quest) for almost 400 Rupees per charts (making it 3184 in total) which means that you must upgrade your wallet at least once at a fairy fountain to be able to beat the game (at least thankfully you can get that upgrade when you go back to Outset Island after getting the leaf and bombs).

Maybe the trickier one without a guide would've been the Ghost Ship's chart.

WW HD has upped up your base wallet to 500 so no need for an upgrade (but you'll still get to farm rupees between charts without the biggest one) and some charts are replaced by the shard itself.
 
I agree Labyrinth Zone isn't even that bad. It's just the weakest part of an amazing game.
Sonic 1 is maybe the weakest game of the trilogy.

Labyrinth is much more bearable in the mobile remaster and Origins than the lag that the Genesis had I think.

On the other hand I think Scrap Brain is the most hellish stage in the original.


Metropolis could even be qualified as being worse than these two.
 
Sonic 1 is maybe the weakest game of the trilogy.

Labyrinth is much more bearable in the mobile remaster and Origins than the lag that the Genesis had I think.

On the other hand I think Scrap Brain is the most hellish stage in the original.


Metropolis could even be qualified as being worse than these two.
Now that I think about it Scrap Brain is probably worse.
 
Now that I think about it Scrap Brain is probably worse.
I could understand that it's supposed to be hard as the last level of the game but there are a ton of traps, bottomless pits, insta-kill press and other seesaws.

Labyrinth was in the middle so it was a game ender for many much earlier.

Ultimately Metallic Madness is the better version of that level in many ways.
 
I could understand that it's supposed to be hard as the last level of the game but there are a ton of traps, bottomless pits, insta-kill press and other seesaws.

Labyrinth was in the middle so it was a game ender for many much earlier.

Ultimately Metallic Madness is the better version of that level in many ways.
Yeah Metallic Madness is the better version! The music for it is also an absolute banger!
 

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