S--t you hate in video games.....

When the thing is too hard and they don't give you enough ammo or ammo potency and just when you think you got thru the big boss, there's more to deal with and you still don't have enough ammo and your hand muscles are sore from retrying and can barely hold a pen.
 
I hate the lack of diversity in video games.
 
I hate when they overdo it on the way points for a mission or quest. Like they tell you to look for a man wearing a white cloak in a certain area. Then they take all the fun out of it by just putting a way point on the guy so it basically becomes a game full of nothing but killing guys with markers on them. Or when they tell you to find some area on the map but just put a way point there so you don’t have to search for it.

Skyrim is one of my absolute favorite games ever, but they certainly could have used fewer way points. If they think people are going to have a hard time identifying a particular NPC or area, then they obviously need to do a better job with their art direction or game mechanics.
 
"we need you, a super soldier of the highest regard, to save us. Take this pistol and go beat evil."
 
Ridiculous amount of random encounters. And to a lesser extent, grinding.
 
The "supply lines" mission from GTA San Andreas. If you had that game, you know what im talking about. Fucking awful.
 
Time limits and scripted events you can’t skip. Current offender is Persona 5. I’m fucking done with this shit. Got to the castle, had a few days to spare...no you have to secure the route and leave. Now send a card and leave...and fuck me, no time left and the game ends. The only option is to go back one week and do all this bs again. Impossible to know about this shit without reading spoilers, that is such a poor design of a game.
 
For me
Stealth
Time limits
Escort missions
Horrible voice acting
 
When characters in Japanese games are voice acted by an 8-year-old on helium.

That baby voice that some Japanese female voice actresses do infuriates me in games and animation. Their real voices probably sound absolutely normal, but they choose to do that voice for some Satanic reason.

Just Cause 3

2 actually, but you could tether jets all the same in 3, the planes would not react that way though due to the different physics, those jets would have crashed into a fireball and likely hit Rico in 3.

Addressing the topic, games that interrupt gameplay too often with cut scenes, or heavy dialog story elements, or tutorials or obstacles or QTE's are a real pain.
To me the story should flow with the gameplay and not feel forced in and not interrupt it. A good cinematic should feel life a reward and relief like after beating a tough boss or in a dramatic pre-boss segment. Non-skippable cut scenes and quick dialog are the worst offenders.
Even games I really enjoy like Xenoblade Chronicles 1 and 2, the cut scenes and dialog interrupt too often, you'll be playing the games well over 100 hours, and the cutscenes are skippable and dialog can be sped up, but it does interrupt the flow of the game.

On that note fetch quests jumping from far away point A to point B just to upgrade skill trees could be a pain in Xenoblade Chronicles 2 and X as well. It's made more of an issue in long play sessions where you want progress to happen quicker because there are dozens of Blade characters and they each have huge skill trees which are time sucks to complete. Didn't mind the tutorials in XC2 seeing as the gameplay mechanics are so deep and they separated them by a good amount of play time.
 
Last edited:
Shitty controls being passed off as "art" as in Shadow of the Collosus creator saying he wanted you to feel the struggle of this character trying to defeat these giant monsters. Doesn't explain the atrocious camera and lack of responsiveness.
 
Quick time events and first person cutscenes. They're ruining modern gaming.
 
Games that make you do boring shit like fish

Open world games that require pressing more than one button to access the map
 
Disregarding gameplay chasing just graphical fidelity and better production values, we get videogames where you can discern every single blade of grass almost but then the gameplay is more often than not braindead and requires no thinking/planning/challenge whatsoever. This is why a lot of indie games have refreshing and more complex gameplay compared to AAA titles, they are forced to focus on that as they don't have the budget to mostly focus on the graphics.
 
Forgiveness. If I fail a mission, I shouldn't be able to redo it.
 
Tunnels or underground areas like subways where you eventually can't find you way back... Where every tunnel has 3 options at the end. Fallout 3 subways and vaults drove me insane!
 
Back
Top