When a game rereleases with an enhanced version or remake and it ruins the atmosphere. Been playing SMT Strange Journey Redux, and the new artstyle feels so generic and bland compared to the OG Strange Journey. The original had this kind of dark and oppressive atmosphere that Redux is sort of missing. Its really minor, since Redux does add a ton of stuff, so its probably still the better way to play, but that original tone just isnt the same.
I’d also make that complaint about adjustable difficulty, but to speak to the game progression, I have to agree.
Games should be teaching players what they’re getting into from the very beginning. The tutorial should be “When you do everything right, this is how easy the game is. When it’s not this easy, it means you’re doing something wrong”. That “wrong” thing could be messing up a mechanic, not upgrading your character enough, or you’re trying to go to a later area too early. It’s a teaching moment.
So many games today, at “Normal” difficulty, will throw players into combat encounters where they just basically kill everything in one hit. So players in the tutorial think “This is a bit too easy, I’m going to up the difficulty to Hard”, but then they don’t realize that everything gets harder when you exit the tutorial, and then over the course of the game the difficulty keeps outpacing your progression.
As far as the difficulty slider goes, I think it’s always better when harder modes just make you easier to kill, rather than enemies being more difficult to kill. There’s often a good balance that can be struck between the two, but too many games just opt for just making enemies tankier and tankier, which ends up turning the “difficulty” slider into a “time/resources waster” slider.
Bad console ports on PC where mouse control code was recycled from gamepad control code. For example, in Just Cause 2, the maximum turn rate is capped and so is the minimum cursor acceleration, with the end result being when you move the mouse your character moves like you’ve mushed a gamepad control stick instead of the fast, smooth, PC cursor style movement of the reticle that every other PC FPS manages to pull off.
To me, killing off the ender dragon is the end of minecraft but this run was with friends in a server so we did a speedrun of it. My friends are extremely experienced players so we beat the ender dragon in just 4 days of starting the game. We’re currently building stuff in our server and exploring end game content
Years and years ago I had a server with a few friends and we built a massive city populated with villagers. It got to the point where you couldn’t ever have the entire thing loaded at once because there were so many.
Then they did an update and we stopped playing and that was the last time I touched it.
Heal-over-time systems in CoD-like shooters lack feedback and are unreliable in terms of measuring difficulty of a task and feeling like you did something special. Everything becomes boringly average.
I thought Halo CE’s system of shields plus health was a neat innovation. Shields regenerate, health does not. Health is basically a buffer for survivability when shields go down, but you can survive combat at low health as long as you’re watching your shields.
The sound cues for shields low/down/regenerating provide a lot more feedback, too.
No save option during stealth sequences or generally in stealth-heavy games. Allow me the option to either improvise and enjoy messing up or plan and execute and test every section of a stealth route carefully without having to replay the mission a thousand times, especially when the slightest hiccup will have the whole mission going awry. If that leads to some people save-scumming their way through the entire mission, so be it. Let them play their way.
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.
When rebinding the keys, the game wont let me save the changes unless everything has something assigned.
During character creation the lightning on the model is completely different what you will see in game and I end up with an ugly character (Dragon’s Dogma, Saints Row 3 remaster, etc.)
bin.pol.social
Aktywne