Binary morality system where you can only choose between being a normal person or a mass murdering psychopath. Then your decision has no consequences.
Greentext
This is a place to share greentexts and witness the confounding life of Anon. If you're new to the Greentext community, think of it as a sort of zoo with Anon as the main attraction.
Be warned:
- Anon is often crazy.
- Anon is often depressed.
- Anon frequently shares thoughts that are immature, offensive, or incomprehensible.
If you find yourself getting angry (or god forbid, agreeing) with something Anon has said, you might be doing it wrong.
Dialogue system that gives you 3+ options which change literally nothing
Oh, Bethesda is in this?
No feedback when hitting enemies, besides generic blood splashing and maybe a stumble
Way more health than is necessary or interesting on enemies
Combat system is mindless and boring
Quests are full of "go to this cookie-cutter dungeon, clear it out and bring me the MacGuffin at the end" on loop.
The game has lots of bugs that were in the previous 2 games, and were patched in the fan-patches of both the previous 2 games.
All dialogue options have previews that are nothing like what you actually say (Looking at you Cyberpunk) so you try to apologise for someones loss but the actual dialogue is your character being an utter piece of shit without warning. Getting the true ending and several important pieces of gear require you to never be mean to multiple NPCs.
NPC: My husband was killed!
1: Sorry for your loss...
2: It's about time!
1: pfft sorry for your loss 🙄 tell someone who cares 🥱
2: It's about time we found the MF who did this! Let's go hunt him down!
Every single shelf, cupboard, sack, discolored patch of dirt, hollow tree, etc. Is lootable. 99.9% of the loot is useless. The remaining 0.1% is key to solving several quests and/or the best stuff in the game.
Oh my wife would love this game, that's basically all she likes to do in games. Someone needs to just make thief simulator for her.
Months after Red Dead Redemption came out for the PS3, my friend asked me why I didn't beat it yet. He opened up my inventory and he saw more hunted meat he ever thought someone could accumulate.
All I did was hunt in the game. It was one of the best hunting games of all time.
Menus use a virtual mouse cursor even though you're playing with a controller.
Don't forget you have to hold the button for 5 seconds while an animated circle fills to ensure you are clicking on the button you want to click on.
I want to find the person who decided that was the way. Hold actions are great, if there's ALREADY a press action and you're out of buttons. If there's no press action and I have to hold your button just because, you're bad designers. If you're THAT worried about someone doing something on accident, give me the option to disable it. You don't get to advertise 80 hours of gameplay when 20 of that is holding a button for the UI to work.
Equipment can be upgraded, but only through an enormous amount of tedious grind for tiny incremental improvements.
By halfway through the upgrade tree, all the equipment is overpowered and will make any boss fight trivial, including the final boss of the game. All additional upgrades are meaningless.
You don't get to see the real ending unless you fully upgrade all the equipment.
Upgrading the equipment has a chance to fail and waste all your resources. The chance to fail increases with every level.
Bonus points: Failing destroys the equipment and you need to start over from scratch.
There are also four normal endings and a true ending. You can only see the true ending after getting all four normal endings. There are multiple branch points in the story leading to the different endings so you have to start almost from the beginning to find a new one. The true ending is on a wholly separate route that is 99% identical to the one leading to Ending A. There is no new game plus, so you have to start from scratch each time. The true ending boss, unlike the other ending bosses, is absurdly over tuned and the only enemy in the game that requires you use or even know about several obscure mechanics, and even then requires you to have all upgrades maxed out and be near the level cap to even stand a chance.
Everything has durability
Some items also rot, the rot timer doesn't stop in the unskippable cutscenes and maybe even continues ticking down while you are not playing.
With the result being effectively that almost all provisions you looted yesterday are rotten the next day. The exception being salami, which last a few more days, but eating too much of it makes you take damage after going to the bathroom. You also get a stacking debuff.
The only way to not have to eat the salami will be to log in within 8 hours of picking up some veggies or something. 8 hour rot timer.
Further, the only canned food in the game will be decorative unlootable assets. You will notice this and it will annoy you. Especially because there will be a campfire asset used repeatedly in both the world as decoration and in rest stops as an interactable. (As a general crafting station that includes an option to cook meat to reset the 8 hour rot timer, but also has the options to make and repair clothes, etc. Having it be just a cooking station would be too visually appropriate.)
That campfire asset will always have the same opened half eaten can of beans in the same place with ridiculously detailed modeling of the sheared metal rim, and an equally detailed model of a can opener lying in the dirt next to it. It will seen like an intentional prank. It will be an internal community joke. It will later become clear it was a bought pre-made asset and the developers will seem to not understand why it's funny when the topic is brought up, and will try to use the opportunity to explain the merits of their food system. It will be a confusing, frustrating, and stressful time for the community.
- Lonely? Don't worry, the main character is never going to shut up and will comment on every single thing with lines that won't get old at all.
- Yeah, you can play with your friend... After hours of gameplay, once you both have this super special item and only for certain, boring ass missions.
- You need an account, and we have no native sign up so we're going to open up a completely different window while you try to drag your mouse awkwardly with the controller. Yes, the cancel button is very close to the confirm, no there's no confirmation, and yes you'll have to start this shit from scratch.
- Escort missions, but the escort won't get out of the fucking way, and your shots can kill them.
- Currency systems that are just currencies within currencies, within currencies.
- The items are easy enough to see, but you have to be in just the right location to pick it up.
- There's a save screen, but nothing actually pauses.
- I know 99% of games use similar buttons for different functions, but what if we switch it up, just for giggles? Let's make "jump" the R1 button!
- You can drive, but it's on ice physics. And, yes, there will be a chase sequence that's going to take you a very, very long time.
The chase sequence starts with an unskippable cinematic, has no checkpoints, and will force you to rewatch the cinematic every time you fail.
There's other traffic in the chase sequence, but the traffic is randomized every time, so there's no way to memorize any pattern.
The mission fails if the target gets too far away.
Any time you bump into anything, it slows you down enough that the target gets too far away.
This is also the first time you've driven a car in the game.
And there's an infuriatingly sarcastic fail mesage.
All you had to do is follow the god damned train, CJ.
UI is 30 different sections that are marked with obscure pictures instead of words.
The tutorial explains things that are exactly the same as every game ever (like moving around, moving the camera, etc) but does not explain or even mention the mechanics that are unique to this game that not even someone who is an expert in every game ever would think about. Then tell the player to do a thing you didn't explain at all how to do.
I swear to fuck, this is the standard for a lot of games these days. I really shouldn't have to look up a guide or wiki to get the fuck out of the tutorial area.
Gameplay heavily based on dodging and careful movement, but you can only dodge by double tapping movement keys or the stick
Wow, my controller just broke on it's own. It was right there on my desk, and then I read your comment, and it snapped itself in half.
Why are they starting with "starting the game"?
They forgot to start with a kernel-level anticheat and a pointless, slow to load "need an account, always online" launcher.
Don't forget a save point right before the unskippable cutscene and overly difficult boss fight, so you get to watch it over again every time you die.
Pointless inventory management and crafting.
inventory expansion slots only available for ~~purchase~~ rent with real money.
- DLCs out-the-ass Paradox-style.
- Escort quests/missions where the NPCs move at a speed between the player's walk speed and run speed.
The entire game is a series of chained together escort quests through dangerous territories, at awkward speed.
With extremely frequent pauses so the NPCs can spend 40 seconds fawning over the exact same flower they saw two feet back.
You guys are forgetting an annoying encumberance system where in order to pick up the heavy object (example: plate mail) you have to drop a light weight object (example: ring) because you are out of item slots.
Worse: Both encumbrance and grid inventory management. Can’t pick up that plate armor because you need to re-Tetris your inventory around to make room for the 4x6 plate armor icon. And no, you can’t rotate items to make the armor a 6x4 instead.
And after you organize your entire inventory to fit the armor, you still can’t pick it up because it’s too heavy.
Driving mechanic where you steer where you look, making it impossible to drive straight while looking around or behind you.
> escort mission with walk-and-talk exposition dump
> keep close to the escort target or the radio will yell at you
> faster than walking
> slower than running
A currency system where the game has a normal currency that you can earn via tasks but that currency is artificially nerfed because there is an additional “premium” currency that is only available either in extremely paltry amounts that have to be saved over months of grinding or spending actual cash. Also there’s a ton of stuff that can only be purchased with large amounts of premium currency
A subscription for basic services like multiplayer or a song catalog even though you just paid $70 for the game
High paced action game that suddenly grinds to a halt for a forced stealth section that was clearly tacked on and poorly designed
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Escort Section where the person you're escorting moves at a slower pace than you do, forcing you to jog, walk, jog all the time.
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Want to quit the game? Sure go into the menu, click Quit Session -> Are you sure? -> click Yes -> Loading Screen -> Game menu -> click Quit Game -> Are you sure? -> click Yes -> Loading Screen -> Unskippable game title intro -> sub menu with Quit Game, Continue Game, New Game -> click Quit Game -> Are you sure? -> click Yes -> Loading Screen -> Desktop
The 7 minutes walk and talk segment reminded me of Forza Motorsport 6. A fucking car game with a fucking UNSKIPPABLE, long ass stupid fucking intro nobody asked for.
Oblivion's leveling system lol. Make it both possible to level yourself too much AND not enough! Then make every enemy in the game scale. Make a skill level up as you move and another level up as you jump!
"boost me up"?
Probably from The Last of Us where you have to help a companion character reach a higher ledge which slows down gameplay.
But... That is a disguised loading screen. The ones everyone complained about as well. The game has to load the data at some point. So either it's completely being removed from the game via a screen or something like "boost me up" or crawling through the caves like in the new God of War.
4x type games that don't tell you how values are calculated. "Oh, but there's a wiki!" That's great, but not an excuse.
Huge amounts of foreshadowing, but the story is already very predictable.
Motion controls.
Very long unskippable cutscenes before all bosses.
Hitboxes that make no sense whatsoever.
Voice Actors that really want to be somewhere else. (perhaps with full bladders?)
All cutscenes are slideshows.
A huge open world, with massive Travel distances and no fast travelling, and theres nothing to explore.
Have to make permanent choices early on. Get poor, half-assed introduction into lore that is way overcomplicated.
Just like real life.
Need an account to begin the game even though it’s single player.
After logging in the game updates and requires a restart. Even though you updated outside of the game.
The menu is a convoluted mess with lots of areas all having notification icons.
Lots of DLC with adverts for the DLC menu.