Any game that makes me hold a button for a simple interaction. Bonus points if it has some kind of “progress bar” to show just how much longer you need to hold that button down.
Why did I need to hold X/whatever just to press the thing that opens the door? Why did I have to hold that button down for a grand total of 4 seconds before you actually did your little interaction animation? Why couldn’t it just be a button press?
Part of me kinda blames Halo, as that’s the first game I can remember where it was “hold button to interact;” except in every Halo game up until 4, it was only slightly longer than a normal button press so it was still incredibly quick.
ETA: I hate the extra stuff in Mafia 3 for exactly this reason, which kind of ties into what I said above: it doesn’t respect my, the player’s, time. That stupid “lockpicking” mini game where you break into those junction boxes? Why the hell do I have to wait for the bars to line up before I can break the lock?
And then getting in and out of vehicles plays an animation that takes way too long imo. Which sucks because a lot of the other collectibles are spread out around the map in such a way that it makes it too long to go around on foot gathering them, but it’s also annoying to try to get them with a vehicle because then you need to deal with the animation and then having to run around and grab the damn thing.
Depends on the game. I play Jump Space that occasionally does this (not all buttons, but some). It is to ensure that you deal with enough enemies so they won't interrupt you while holding/charging the button. If you're interrupted, you need to start over. It ensures you don't simply sprint past everything while hitting the buttons.
Sure, sometimes it kinda makes sense from a mechanic or gameplay perspective. I’m talking about games that require you to hold buttons to interact for everything whether it makes sense or not.
I would add to this in game “cutscenes” where the game is doing exposition and the only thing you’re doing is pressing move forward because you need to follow the character who is doing the exposition dump. It’s fine and immersive the first time around but on subsequent playthroughs it gets annoying. It’s essentially a cutscene that you can’t even skip because technically you’re playing the game, but really you’re just holding down a button
Most can get past the simulation sickness with time. The key is to never let it get so bad that you get sick or experience pain. Only do small sessions of activity that slightly push the envelope, and be patient.
I don’t recommend racing games to anyone new to VR.
Ive got pretty decent vr legs and I experienced some nausea after about 30km of rally racing (around a half hour). Went away after a few minutes. I’ve got a very strong pc so there was zero lag and it was buttery smooth but the nausea still happened 🥴
If you think it’s worth the investment you could keep on trying. It does get better over time. What helped for me initially was only turning my head on straights, and keeping it straight ahead on turns. I’m guessing because then you’re not mixing real and fake acceleration. It defeats the purpose a little, but might be worth it. Oh and also what other people said: quit while you’re ahead. Recovery can take hours if you really push it, similar to seasickness. Oh and don’t do accidental donuts in your Ariel Atom all the time. That was fun until it wasn’t 🤢 😉, back with Driveclub on the PSVR 1.
The trick was to start at the grave, kill everything on your path, without saving on a bench (as it respawns enemies), and then do the exact reverse route. It is the easier way to do it as you only have to care about the platforming and not needing to dodge foes on top of that.
I listened to an episode last night and it tickles the same absurd funny bone, loved it! I feel like there’s a touch of the absurd or whimsy in the British humor that I respond to, even though not being British I often don’t understand some references. Case in point, I love the podcast Three Bean Salad.
That’s what I have and I love it because it feels solid to use. I bought an expensive Backbone because it was marketed pretty well, but it just felt so flimsy that it had to be returned.
All fighting games (or anything that runs deterministically on all players’ machines, like fighting games do) should always have a performance test requirement before you hop online. We figured this out over a decade ago, and plenty still don’t do it, resulting in people with weak computers causing matches to appear laggy.
As a society, we should agree on which menu subtitles belong in. Is it language? Audio? Display? Game Settings? Sometimes I’ve seen games put them in multiple menus so that we always find them where we’re looking for them.
I’m no expert on colorblind settings, but I tried playing Monaco with someone who’s red/green colorblind, and that game was nearly impossible for him.
If your game runs online, I should be able to host the server myself, and launching a listen server from within the game ought to be present, too. It might be nice to surface port forward information there as well. LAN is nice; Direct IP connections are better. (Thanks, Larian, for including both!)
I’ve seen games with either a totally separate “accessibility” section or tab, or the settings in related tabs and those settings also all in the accessibility menu.
I really really like this modern gaming thing where accessibility settings are now standard.
Cutscenes that can’t be paused, especially if they’re longer than 10 seconds.
Do you have the slightest idea how frustrating it is to be mid-cutscene, something else requires my attention, and I cannot fucking pause it? Singlehandedly my biggest gripe with gaming.
Same with unskippable cutscenes, especially before a difficult boss. It’s no fun to have to sit through it over and over if I’m struggling with said boss, or have to sit through a cutscene I’ve seen several times in previous playthroughs. This also applies to the game’s credits.
Multiple un-skippable product and company credits at the start. Show a blinking “Loading…” if that is what is going on but let me skip this stuff on the second start onward.
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