this post was submitted on 03 Feb 2025
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[–] Owl@hexbear.net 12 points 2 weeks ago

Dwarf Fortress has a very silly difficulty curve consisting of an initial cliff followed by not that much, and all of its options just increase the size of the initial cliff.

Earthbound has some quest chains that can get stuck in really obtuse ways, particularly in Twoson and Fourside.

Crosscode's DLC has that fight where Apollo is way too damn hard all of a sudden.

UFO 50 has ~5 perfunctory games in genres that clearly nobody on the team really cared for, and it's worse for it. That's Fist Hell, Star Waspir, Caramel Caramel, Campanella 3, and Block Koala. There are worse trash fires in the collection, like Hot Foot, but those are at least bad because they tried something interesting and failed.

In Super Metroid, the entrance to Kraid's hideout is poorly telegraphed.

Mario Odyssey giving you moons for every silly little accomplishment is great, but giving the same reward for korok-tier stuff and actual challenges cheapens the reward feeling of actual challenges, and they should've done a tiered system.

[–] Hestia@hexbear.net 12 points 2 weeks ago* (last edited 2 weeks ago) (14 children)

Rimworld encourages you to perform Eugenics on any undesirable colonists, especially with the biotech DLC. Also encourages cannibalism and harvesting your opponents organs to sell on the market for greed and profit.

Also too many quality of life mods should be in the base game.

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[–] hello_hello@hexbear.net 12 points 3 weeks ago* (last edited 3 weeks ago) (1 children)
  • Ratchet and Clank 1 (PS2) has tank controls that make zero sense.
  • Streets of Rogue 1's NPC AI is super easy to exploit that using items isn't necessary for most runs.
  • Fallout New Vegas isn't actually that deep narrative wise, the NCR have the most quests while everyone else is underdeveloped. On closer examination a lot of it is libshit sophistry apart from chasing down the guy who shot you in the head and some companion quests.
  • Hitman WOA's NPC AI is extremely exploitable while also being frustrating to babysit, some levels are a snoozefest.
  • Mother 3's rhythm mechanic was annoying because I could never actually do it (probably because I was playing on a emulator with a patched fan-translated ROM)
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[–] shreddingitlater@hexbear.net 11 points 2 weeks ago* (last edited 2 weeks ago) (3 children)

Xcom 2 shouldn't be so demanding of my video card and it gets worse as the campaign goes on. Not a big fan of the chosen either, especially with the long war mod - they're either unfairly overpowered and unfun or just a bullet sponge and unfun and neither the mod nor vanilla can hit the right balance to make them fun. Also not particularly fond of the story, but that's kind of secondary to what actually makes the game fun.

The first Dead Space was magical (the remake is also really good) and then everything afterwards falls off hard. Dead Space 2 is still worth playing I guess, but it's not the same - the way the markers effects manifest as hallucinations and psychological conditions makes more sense and works better in the first game, but in the second one, idk, the final boss fight just feels like an overdramticization of mental illness (literally going into your own head and having a gun fight with your hallucinations? Idk just feels gaudy compared to DS1's reveal). The only thing that makes DS2 strong is how it expands on the theme of religions mimicking cults and causing damage to society and people's psyche, something that was mostly junt hinted at in the original DS1.

All that to say everything that comes after DS1 makes it feel worse in retrospect and I really wish they'd finish the story in a more satisfying way. The only other criticism I'd offer is that DS doesn't need so many weapons and, in fact, it both makes the game harder and removes tension if you carry more than one. Multiple types of weapons work best in games where each weapon fills a role or purpose that the others can't (this is accomplished with stasis and telekenesis, the other weapons have nothing else to do besides do damage) and it might actually create MORE tension in the game if you're only offered the plasma cutter to fight with and nothing else.

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[–] Pisha@hexbear.net 11 points 2 weeks ago

Life is Strange has a lengthy stealth section in a dream sequence near the ending which doesn't really add anything to the game but tedium.

[–] Firstnamebunchofnumbers@hexbear.net 11 points 3 weeks ago (4 children)

Why the fuck do so many enemies have elemental weakness before you ever get access to anything that uses an element. Wasted ideas that hopefully wilo be fixed in the re-release

(OFF)

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[–] BeamBrain@hexbear.net 11 points 2 weeks ago

Shadow Empire's user interface is quite possibly the least intuitive I've ever used, and I play Paradox games.

[–] Mardoniush@hexbear.net 11 points 3 weeks ago (2 children)

Morrowind should have a start that gives just a little more direction and reason to keep playing.

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[–] macabrett@lemmy.ml 11 points 2 weeks ago

Morrowind's combat sucks even if I got very good at making it work for me. I get what they were going for, but it's a very weird thing to allow you to aim at people in first person and still have your accuracy determined by dice roll.

[–] barrbaric@hexbear.net 11 points 3 weeks ago

DISCO ELYSIUM SPOILERSThe mystery and reveal of the seafort/deserter in Disco Elysium is incredibly undercut if you pass the Visual Calculus check on the rooftop that tells you the shooter was either on the boardwalk, on the island, or at the church. You can't go look around any of those areas to look for clues, and you can't go to the island no matter what.

[–] FourteenEyes@hexbear.net 10 points 2 weeks ago

Prey (2017)

  • Poorly balanced in some ways. The Typhon Neuromods give you some nasty diminishing returns, requiring more and more Psi to the point that it's not worth it to max them out. Same with some of the standard Neuromods. It's to the point that I always recommend the Core Balance mod you can find on Nexus.

  • Really blows its wad with the mindfuckery early on and doesn't take more chances to layer it further, ending notwithstanding. When I first broke out of the apartment my jaw genuinely dropped. It surprised me in a way few games or even other pieces of media have. Then it just kinda peters out. It had the potential for more.

  • Poor pacing on the plot. It kind of herds you through every sector of the station and implies an urgency that can undercut the exploration if you take it at face value. It also locks you out of half the station for half the game. Not a great thing to have in an ImSim.

  • Visual variety on the Typhon is lacking. The Weavers look super cool and the way the Phantoms move is pretty unsettling, but the Telepaths and Technopaths are just big black blobs that kinda float around mind-controlling other enemies and hurling annoying projectiles at you. Likewise with the variant Phantoms just being tougher versions of the base one with different damage type auras.

Still my favorite goddamn game it is so fucking amazing

[–] kleeon@hexbear.net 10 points 2 weeks ago

I love Portal but I would vehemently disagree with anyone who says it's a better game than Portal 2. Even just ignoring all the stuff like plot structure and graphics, Portal 2 is way ahead in terms of puzzle design. Also Portal 2 does better job at fully exploring the concept of portals, while Portal 1 feels like a tech demo in some parts

[–] HiImThomasPynchon@hexbear.net 10 points 2 weeks ago

The gameplay loop was developed in the 80s for the sole purpose of munching quarters and dick all has changed despite how much gaming has evolved

[–] keepcarrot@hexbear.net 10 points 2 weeks ago (1 children)

Stormworks: I think overall I'm pretty happy with it. There are some things where they don't change stuff because too many people's creations would break if they changed (e.g. parallel jet turbine bug). Also, the actual overworld game is pretty undeveloped. I think people would really appreciate a semi-live economy, though simulating the physics of that would be wild.

My main frustrations with the game are usually because I want to make things by myself, instead of downloading other people's engine controllers and ballistic computers >.>

Also having a creation tip over outside of the de-spawn range and having to restart a game because there isn't enough money to re-make it.

Then there's just a pile of parts that are either too big (pivots, sliding connectors) (usually from the early era of the game), only in one size despite it being quite a broad range of products (pneumatic piston), or just missing.

It would be nice if you could simulate/control things with hydraulics without an intervening electrical component (e.g. carburetor, piston control units), but I also get that that might be rather complicated.

It would also be nice if there was a way to have parts on non-cardinal directions at the start without shenanigans.

Also, I always play by myself and wish my friends would come join me and say "Oh wow, you're not a complete idiot" or something. :(

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[–] Cammy@hexbear.net 10 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

Final Fantasy X, a game with heavy enphasis on death and mourning, didn't feature the death of a party member. Sin is terrible and named characters die to it, but it's not the same. In fact there were few on-screen deaths.

Also, I wish the world didn't feel like it had a population of 200. I get the population was dwindling after the thousand years, but it just felt so small. I think this could have been solved by having a larger unexplored world or by explicitly stating there are villages dotted all over Spira that the protagonists cannot explore on their journey.

Also also, over the course of 1000 years only five people performed the pilgrimage to the point of defeating Sin. The practice of the pilgrimage would have fallen out of favor with such a low success rate. I'd sooner expect Spirans to move underground in tunnels as mole people.

Also also also, there was no water Aeon. Leviathan deserves justice. More Aeons in general could have explored more heroes who defeated Sin in the past.

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[–] Dirt_Owl@hexbear.net 10 points 3 weeks ago (1 children)

Hard, because I have many favourite games.

Uh... Shit.

Can you just choose one for me to dunk on?

[–] DamarcusArt@lemmygrad.ml 9 points 3 weeks ago

Monster Sanctuary runs into the same problem too many metroidvanias run into, where a ton of secrets aren't really "hidden" it's more just "come back with the right ability" so there's relatively little actual problem solving and more "this is arbitrarily locked until you get the right monster." Also the character writing sucks and the plot is very meh, they fall into the trap of assuming "cool lore = cool story."

[–] TheLepidopterists@hexbear.net 9 points 2 weeks ago (3 children)

Idk if it's my favorite but it's one that I've played a lot recently:

Cassette Beasts would be better without fusion. It's so strong that it is necessary (sans grinding) for a lot of boss fights, and it's very cool and dramatic when the combat music's lyrics start, but going from two to one party member reduces the complexity of fights so much that they become less enjoyable.

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[–] Torenico@hexbear.net 9 points 2 weeks ago* (last edited 2 weeks ago) (3 children)

Imma hit STALKER franchise (haven't played S2) and Project Zomboid (with great pain because it's an indie game but I have to)

STALKER: The worldbuilding of GSC is not great to be honest. A place like the Zone in real life would be an insane mess of world powers and ridiculously big and powerful corporations butchering each other to control it. To think that a place that can naturally warp reality, spawn science-shattering artefacts and control the minds of people like it's nothing is not object of contest between AT LEAST NATO and Russia is insane to me. In the game the Zone is known to relatively few people and the Ukrainian state is able to more or less "keep it under control". Everyone inside appears to be ukrainian or russian but most are freelancer weirdos who go there to be rich or hide from authorities. There is little to no foreign interference. It makes little sense that such place would go unnoticed by the world's biggest powers. In the real world a place like this would have their weak "loner", "bandit", "duty" and "freedom" factions, among others (including the mutants) be swept aside by the sheer power of entire militaries called to intervene and control the place, all of this would have immense geopolitical rammifications. It is implied in the game that outside forces know about the Zone and are interested in it's riches, but these outside forces do not intervene other than sending Mercs to do their shit and maybe finance the Monolith, but in general they leave that place alone and do not try to directly control it which is not very realistic imo. Yet despite all this I love the Zone as it is in STALKER, it's just me being insufferable, that's all.

Project Zomboid: Best zombie survival game that ever existed but it has an awful development cycle. They released one update in two years and frankly it sucks, it's broken and it added uninteresting stuff like animals and pointless crafting. Devs refuse to listen to players (who have been asking for NPCs since day ONE AND THAT WAS OVER A DECADE AGO) .Also the devs have left a lot of stuff just incomplete for years and years, from bugs to half-baked gameplay features. And tbh the game lacks a purpose and general depth, like one you get to your first month there is NOTHING ELSE to do other than finding your own way to just die or you'll just get bored and drop the game. The game is easy when you figure out the basics and surviving becomes trivial unless you push it to the absolute limit.

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[–] nemmybun@hexbear.net 9 points 2 weeks ago (1 children)

Binding of Isaac can be unfair, and while yeah that's kinda the point and mastery can overcome most of that, some rooms are laid out in a way that it's impossible to avoid damage. For example, a closet filled with spikes and a large troll bomb spawning and immediately homing in. This never feels good even if damage is avoided through pure luck (such as flight or explosion immunity).

Also most bosses are fine but they do love to add at least one bullshit boss per version. Rebirth brought us the dreaded Bloat, then in AB they added Hush, a bullet hellish, tanky completion mark boss that can only be attempted if reached within 30 mins or less. That wasn't bullshit enough, so in AB+ they added Delirium, another mark boss that is hidden somewhere on the largest map in the game among 6 other bosses (which included other end bosses). Before Rep there was only 1 way to guarantee access and that was by killing Hush (2 bs bosses in a row!) Oh and the fight itself is a disorienting chaotic nightmare and honestly never fun.

I don't think anything added in Rep compares to Delirium, though I'm never happy to see Scourge or Colostomia. Mother is difficult, but honestly getting to that fight is more annoying than the fight itself. Then Rep+ added the most devastating boss of all: barely functional online co-op that can delete your save.

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[–] FunkyStuff@hexbear.net 9 points 3 weeks ago (1 children)

Path of Exile is ubermensch slop with the same morals as gambo or whatever name UlyssesT had for GoT.

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[–] isleofdia@hexbear.net 9 points 2 weeks ago

Kenshi: after hundreds of hours put into the game and going thru multiple cycles of starting a new game, struggling to make money, fighting, losing, fighting again, building and automating a base, etc, and all the emergent storytelling that comes out of that -- I feel like it was only the combat-related systems that were fully fleshed out and ultimately, the only way to interact with the world in a meaningful way is through combat. Though the visuals and worldbuilding do great of offering the promise of a lot, the dialogue system is not developed enough to allow for any dialogue mods that integrate well with and impact the world or player characters. Animations systems are similarly limited, with the system allowing for minute customization and replacement of combat animations, and very little room for any animations not combat-related.

[–] Cigarette_comedian@hexbear.net 9 points 2 weeks ago

Earthbound can be a real piece of shit, everybody knows the clunky and limited inventory is a pain in the ass, and it is completely true. Furthermore, the story, while good, lacks a lot of personality building for the main cast of characters, which is funny cause every npc has amazing dialouge. While the lack of character building doesn't harm the ending overall, it certainly does not hit as hard as Mother 1 or 3's endings, due to them actually taking a few moments to flesh out the main cast of heroes at several points.

Total War: Empire, a buggy mess that likes to crash in the late game. Unfinished, AI is illogical in both diplomacy and a lot of battle tactics (Which makes the few times they pull a clever maneuver incredibly surprising) and nearly requires modding to be playable, either through script edits or from installing overhauls.

EU4: Now this is one I haven't thought of much, but there certainly are many flaws to find in this one. First off, 93% of the gameplay is just finding buttons to press with the right timing, that's it. The DLC's have mostly been focused around adding more buttons to press. Powercreep has been a real issue, like how Spain will have colonized most of Oregon and Alaska before a Russia player can even hope to have gotten to East Siberia. Many intended paths require RNGesus to smile upon you, and whose alternative requirements can be very difficult to achieve in comparison. (So many MP games of my friends grumbling over many such cases.) And, despite being an 11 year old game, some regions are still not very fleshed out. India and parts of the Americas lack flavour and content. And of course, the UI can be a bit inscrutable at times, with a few features hidden away or poorly explained, like the macrobuilder diplo screen. And yeah yeah, the DLC policy is terrible as it locks out critical features behind a paywall, which has only been partially fixed with updates and working older DLC into the base game.

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