Verrawell...
Games Without Maps - This complaint was lodged at games like Quake where everything looks the same, and I can fully understand where he's coming from here. However, it is possible to go too far with this. One of my personal pet peeves is that Super Mario 64 DS was ruined with its map feature, as it made the exploration-based Stars trivial. Mario games have always been about finding random things when you're not trying.
A related complaint would be "Games With Inadequate Maps". Daffy Duck: The Marvin Missions (zip it)
did have a map, and it did bear some resemblance to the stage, but...
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Incongruous or Fantasy-Killing Elements - Related to completely out-of-the-genre boss battles. This CAN be done well - Kirby Super Star's Computer Virus comes to mind - but usually when a boss battle becomes a minigame, it becomes a chore and actually kind of embarrassing to play even if nobody's watching.
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Sort of a tangent to the next one, but
You can add to the player?s play-time by creating ridiculous obstacles, but you?re not really adding to his or her enjoyment, and that?s supposed to be the point.
This made me immediately flash back to Super Paper Mario. 2-3 was one of many legitimate reasons to hate that game as you spent seven minutes holding your control stick rightward. (Or cheated.)
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You come to a locked door. The obvious solution is to find the key, but it?s also the most boring, so maybe the game provides some other way to get it open. But like as not, there?s only one solution, whatever it is.
This is actually averted in the two console Fire Emblem games where breaking the door down is generally better than picking it, but just imagine how easy Zelda games would be if you could pick locks. (The doors that slam shut behind you and put iron bars up are a bit more formidable though...)
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Kill Monster/Take Sword/Sell Sword/Buy A Different Sword/Kill Another Monster - You can't really avoid this in RPGs, and in games that give you tons of money (lategame Golden Sun) you can pretty much do this freely.
A game that makes this Twink nasty
and combines it with Grinding is Riviera, where unit growth was directly tied to wearing out weapons until you picked up a sometimes-useful skill from it. I spent as much or more time grinding Practice Mode than actually playing the game.
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Poor Acting - There's hammy, there's accidentally bad, and then there's just
awkward. The latter pretty much sums up all but the first of Radiant Dawn's cutscenes, particularly every scene Mist is in.
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Neat, Tidy Explosions - Most games don't really have the capability or interest in developing particle physics or realistic burning-flesh effects, so I'm not sure how justified this Twink is. I'm not sure if Link's Bomb Mask qualifies as a subversion...
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No On-Demand Save Game and/or No Pause Game - I know both Super Mario Galaxy games refuse to pause if you are in hitstun or sliding, which has a nasty tendency to coincide with when you're about to die. As for on-demand saving... I never really had a problem with it back in The Day tbh.
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Adolescent Armageddon - Frankly, not every game has to be deep. A generic shmup could have the plot "Save the world; here's a teeny fighter jet" and that's it. The plot isn't really that important.
In games where the plot actually IS claimed to be important but it doesn't actually do anything non-cliche with it, this becomes an issue. Riviera gets to be used as an example again, as it suddenly tries to pretend its plot is serious and meaningful 72% of the way through the game and does a fairly bad job of it.
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Having to stand in (or select) exactly the right spot - Fire Emblems 6-10 all employ this in their desert Chapters, and FE10 abuses it throughout the game. As an addition, not only must you stand in the right spot but there's an element of luck as to whether you actually find what's there. This would be remotely intriguing if there was some hint as to where the items are, and outside Radiant Dawn you actually ARE told where to look, but in FE10 the only way to find some of the best items in the game is to look up where the correct spaces are and camp out on them.
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Too few audio clips for a given situation - HI I'M DAISY
Most Mario games with voice acting fit this tbh, especially the remakes of SNES games where they had to add it in.
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Birds that carry swords - I'm guessing the Takkuri bird in Majora's Mask has a good reason to carry your sword, but that's not important.
Monster drops are a whole touchy issue unto themselves. You have to give people SOME reward other than EXP for fighting monsters, so I'm not sure how big a deal this is supposed to be.
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Bad Guys With Vanishing Weapons - Actually, The Wind Waker dealt with this very well. Link actually COULD use enemy weapons, although they were mostly too big for him.
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No Variable Skill Levels - :dealwithit:
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Overuse of Darkness - Probably one of the only flaws to The Legend of Zelda: Majora's Mask, although I'm not sure how much of it was intentional.
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Time-Wasting Random Encounters - I swear Final Fantasies 4 and 6 are unplayable because of how frequently you randomly encounter enemies - never mind how randomly you would fare against them in the case of FF4.
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Unplayable Camera Angles and Seizing Control of the Camera at Bad Times - In 3D games this is always going to be an issue, especially when you have areas that require precise controls unsuited to a swiveling camera or just want to have a fixed camera for effect.
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Wrecking a Game's Balance for the Sake of A "Cool Feature" - In reading this phrase you learned everything you needed to know about Kirby Air Ride.
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In-game dialog that refers to real-world things - Played up at length in Super Paper Mario for laughs. Or at least that's what they were trying for.
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For example, you've got 18 hours to stop an atomic bomb going off. Oh, I know, let's spend lots of precious minutes flirting with an in-game character (Metal Gear Solid).
It would be unfair to call Riviera out again when this probably applies to every harem game.
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Uninterruptible Movies - I see this and raise you unskippable walls of dialogue. For extra pain, try Fire Emblem's (skippable but too far) walls of dialogue a t _ s n a i l _ s p e e d .
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Bad Manuals and/or Bad Tutorials - Catching that first fish was the hardest part of Twilight Princess. I'm not joking.
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Bad Translation and Localization - I apologize to everyone who lives in PAL.
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Dominant Strategies - Pokemon and Fire Emblem are both notorious for letting you cruise through the game with only your starter.
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Amnesia at the Game's Beginning - See previous post.
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Time-Constrained Demos - One of many things that showed that Brawl was first and foremost a solid brick of marketing. (But Brawl had enough cool stuff to be worthwhile anyway)
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Fake Interactivity - One of the complaints I saw about Golden Sun - namely that by and large your choices don't actually change anything major. Well, yes. It's pretty difficult to NOT make a linear RPG, so this is more of a trope than a Twink.
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Setting the Player Up to Fail - To make a long story short, yes, it's impossible to get 101% in Donkey Kong Country without a guide. 100% is possible but highly unlikely. 101%? Just no.
Most of the time it's not immediately obvious that the player is guaranteed to fail a given mission, and if it's possible to survive for any length of time this can lead to a very frustrating time.
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There's nothing wrong with lifting a stone block twice my size over my head if it's immediately obvious I can do so.
Link equips Golden Gauntlets and lifts GIANT GRANITE TOWERS OVER HIS HEAD.
I'm not sure if he would complain about that or not :cool: