Taking control away to have a cutscene that is all dialogue and no action that could have just as easily been something you control as you walk and listen. Especially if it’s not even an in-engine, real-time scripted thing but a pre-rendered video that doesn’t even show your actual character as you have them dressed.
Unskippable cutscenes absolutely need to die. Even on the first playthrough - give me the info I need in a notes section or something, but do not waste my limited time on this coil with slow “exposition.”
I usually quit those when they get too grating and move on, but it’s frustrating nonetheless.
I just want to skip the dialogue once I’ve read the subtitles. Horizon does an incredible job at this. So many games could have gotten a 2nd playthrough from me to get the platinum if I could have skipped the dialogue and cut scenes
Most games are better about this now, but subtitles, difficulty options, and the ability to turn off flashing lights are critical to the point I can’t play for long, sometimes at all without them.
Thank you for saying difficulty as an accessibility feature. So many people think difficulty is something inherent to a game’s design but completely miss the fact that difficulty is subjective.
Every game should have difficulty options. No exceptions.
Showing a long plot-explaining intro right after start, before I have a chance to get to “options” and set the resolution, subtitles, etc. I also “love” unskippable short logo videos at start. And a few screens with only “press any button to continue”.
Artificial difficulty. If I can only finish a game by grinding for hours on end or after endless tedious fetch quests, I am going to be very disappointed. Like there’d better be something else real strong in the title’s favor or I’m likely to drop it altogether.
There was a time when making games more difficult by way of time investment made more sense from a design angle, but that time has long since passed. It’s just lazy design in 9/10 cases theses days.
I want to GIT GUD but I’m not the kind of person who can dodge and parry while managing a stamina bar. ER and DS games look awesome but I really can’t do much sightseeing in them. I tried Demon’s Souls, Dark Souls 3, and Elden Ring and in all of them I hit a wall against the first miniboss who I should be learning to parry on. I’ve always leaned toward dodging taking priority before parrying and a stamina bar limits that.
I recently played through Ghost of Tsushima and parried a thousand cuts. The game doesn’t have stamina though. I understand stamina as a game mechanic but find all it adds is tedium. There’s what I believe to be some good games hiding behind a stamina bar. I can enjoy the games until the stamina bar runs out and then I’ll be thinking about enjoying a different game.
Odd take. Resource management is key in a lot of games to the entire design of how they play.
I play heavy tank builds in those games and block/dodge instead of parrying. It’s just a different mindset I guess to enjoy that level of resource managing to know when to commit and when to back off and get defensive, especially when my attacks take a chunk of stamina and are slow to wind up. It forces the player to be strategic so you don’t leave yourself winded mid string.
I guess what I call strategic playing you call tedium. To each their own.
Such clean lines and effective shading. I’m in grey scale mode on my phone so at first I thought this was a photo of a metallic miniature. Really impressive work.
unpausable cutscenes. Nothing bugs me more than getting interrupted in the middle of a cutscene and not being able to press escape to pause the cutscene. You’re forced to try to split your attention between what interrupted you and the cutscene or restart and see the cutscene from the beginning again.
Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.
All this. Everyone focuses on not being able to skip a cutscene but not being able to pause it is even worse for me, especially when trying to pause actually does skip the cutscene.
No quick restart options for arcade-style games like shmups
Games that end up being too easy once you unlock of figure out one mechanic or technique like dash-dodge or iframe rolling and now the entire game is just the same loop
Unskippable or long intros or cutscenes (I sold Guilty Gear Strive because of that eagle thing…)
The spam garbage ripoffs on the Nintendo eShop that shouldn’t be there
Code in a box
When DLC characters are visible on character select even if you didn’t buy them (looking at those 10 greyed-out characters on SF6 are so annoying)
There are others but this is one I just can’t believe is a thing. It’s so fucking simple to fix. Just start the volume on the lower end and if it’s too quiet I can raise the volume or just give me a volume slider first thing on initial load before any sound is played and let me find the right levels with a test sound before playing any menu music or something.
bin.pol.social
Najstarsze