Parts of games that you're surprised get so much criticism?

Started by the-pi-guy, May 16, 2023, 01:51 PM

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the-pi-guy

At least two obvious ways you can take this question.
Levels that are infamous for reasons you don't fully understand/agree with.
Or game mechanics or design that get a lot of criticism. Either is fine to talk about.


This thread is inspired by this:
Should "walk and talks" be skippable? Would you skip them?

There are tons of comments about being irritated by walk ands talks, and I don't get it. I like walk and talks, it's very often a nice break.


There have been other aspects of games that people on Era seem to be downright irritated by. A big one is talking. Like Forspoken, a lot of people were bothered by Frey making "too many noises" during gameplay. And that feels like a weird issue to have.

A lot of people are bothered by Kratos squeezing through crevices.
Spoiler for God of War Ragnarok spoiler:
<br><img src="https://assetsio.reedpopcdn.com/God-of-War-Ragnarok-Flood-the-Jungle-13.png?width=1920&amp;height=1920&amp;fit=bounds&amp;quality=80&amp;format=jpg&amp;auto=webp" alt="God of War Ragnarok The Jungle: How to flood the crater in the Return of &nbsp;the River Favour | VG247" title=""{width}{height} class="bbc_img"><br>

I'm not sure if people are bothered by it, but Joel having to get a crate or a ladder became a meme.  


Some of these things are so minor, like Kratos taking 3 seconds to crawl through a crevice. It would literally impact my life more to muster up the time and energy to complain about it than it has on my life...

kitler53

i'm not always a fan of walk and talks,.. i'll say this at least.  the "realism" of a persons voice getting harder to hear when they get far from you is really fudgy annoying if you are going to use "walk and talk" as the way to tell story.   i get the desire to be more "interactive" but most of the time i'd just rather have a cut scene or the "branching dialogue" thing.  having super serious and necessary conversations while walking just doesn't feel nature to me and i often times feel like if i don't just stand in place until it is over i'll miss something important.

however, i like the chit chat in GoW or Uncharted.  the dialog is completely throw away so i don't care much if i miss something.   it's more fun than silence imo.



The crevices in GoW are obviously there for a technical reason,.. just like in Uncharted.  i don't love it but it doesn't bother me either.




Featured Artist: Vanessa Hudgens

Legend

Motion blur and depth of field. Sure they are sometimes done poorly but they're a real part of nature. It's crazy that so many people swear they are inherently bad.

Quick time events. They're so cool in the old god of wars. Made those games a lot more epic.


I really love talking protagonists so I don't understand the hate either. Sometimes they talk in the wrong way like ragnarok's puzzles but I love exploring an open world and having Aloy talk for example.

the-pi-guy

Quick time events. They're so cool in the old god of wars. Made those games a lot more epic.
This one is especially weird, because it seems like people are more broadly just complaining that there's a prompt on the screen.

Like I've seen people bring up Uncharted. I think only the first game has a few QTE's for dodging things. There's just sometimes prompts, there aren't any time elements to it.
(Maybe the latter Uncharted games have more QTEs again, it's been a while)

kitler53

Motion blur and depth of field. Sure they are sometimes done poorly but they're a real part of nature. It's crazy that so many people swear they are inherently bad.

Quick time events. They're so cool in the old god of wars. Made those games a lot more epic.


I really love talking protagonists so I don't understand the hate either. Sometimes they talk in the wrong way like ragnarok's puzzles but I love exploring an open world and having Aloy talk for example.
i'll go the other way,.. i hate silent protagants.

i've never once played a game and "self-identified" as the character on the screen.  unless it's a game about writing software requirement and posting on game forums its not something i'm going to feel like "this is me".   it's always a story to me and the silent protagonist thing to "enhance immersion" has the opposite affect for me.   having conversations in the room but my character not saying a thing is sooo awkward and immersion breaking imo.


Featured Artist: Vanessa Hudgens

Legend

i'll go the other way,.. i hate silent protagants.

i've never once played a game and "self-identified" as the character on the screen.  unless it's a game about writing software requirement and posting on game forums its not something i'm going to feel like "this is me".   it's always a story to me and the silent protagonist thing to "enhance immersion" has the opposite affect for me.   having conversations in the room but my character not saying a thing is sooo awkward and immersion breaking imo.
A silent protagonist in a silent world is fine but man do I agree with you when everyone else is talking. Just makes me feel voiceless/powerless, not self-identified.

This one is especially weird, because it seems like people are more broadly just complaining that there's a prompt on the screen.

Like I've seen people bring up Uncharted. I think only the first game has a few QTE's for dodging things. There's just sometimes prompts, there aren't any time elements to it.
(Maybe the latter Uncharted games have more QTEs again, it's been a while)
Yeah lots of QTE's aren't really QTE's.

Dr. Pezus

I feel like it makes half life 2 so great though, the silent protagonist.