ITT: bad game design

ITT: bad game design

Other urls found in this thread:

youtube.com/watch?v=5MDme4eyfNo
youtube.com/watch?v=jCzhRZYi8qk
twitter.com/SFWRedditGifs

You start OP

Parrying and blade wolf.
"Durr raiden just attack in the direction of your enemy to parry"

Not op. But at no point in time does the game give you a the idea nor the reason to Look up in down. Nor does it make you think that would control the barrel.
the fucking tell you how to do it and attack in the direction was it.
It was hold the attack button down and press in a direction. shit wasn't hard nor was it never explained to you.

...

All of it.

That doesn't sound correct. I thought it was pushing the direction and the attack button at the same time.

Not that it matters because the parry mechanic was garbage anyway and would've been infinitely better if it were mapped to an actual dedicated button, and also they needed a proper dodge ability. And also the just leave the game cancelled like they were gonna.

>Has one of the most brokeass dodges in video games
>You complain that the dodge isn't good enough

>up/down on the d pad literally NEVER used before in the game
>barrels act like trampoline and can be used to reach great height
>clearly appears to be a timing based trampoline mechanic
>pressing up/down on the D pad has a heavily delayed visual feedback not appearing to work at all until after over 5 seconds of up and down
Admit that you only pressed up and down because your irrational brain abandoned any lateral physics in favor of a simplistic and dismissive "duhh I need to go up so I press up huu huu"

But it doesn't have dodging at all. Hello?

This is one of the things I like about that game honestly.

Figured it out in 10 seconds, other sonic games had you control a platform by pressing a move direction, such as the screws in metropolis in sonic 2.

>demonic presence
>lockdown
>weapons weak at distance because map design is so poor

Mario sunshine's blue coins...all 200 of them.
Who's bright idea was it to hide those things without any kind of hint system or chart???

>not crouch or jump stabbing

There is a chart though, press Z to open the map and check the stages. It only tells you how many you have from each stage though, not which ones.

That's the problem. You couldn't exactly tell if you collected them all for any given stages.

>get locked in placed when you jump on it
>barrel moves up and down
>it's just basic video game knowledge; you press up/down to activate elevators, you hold up to jump higher, etc.

>hae a rail gun sniper
>game is about getting close to do damage
>bitch because you are casual halo scum
>get laughed at
so thats what its like to be you?

I legitimately wonder if this was a design mistake or was someone just that evil.

>It was hold the attack button down and press in a direction. shit wasn't hard nor was it never explained to you.

That's not correct.

You have to tap the light attack button at the same time that you push in the direction of what you want to parry.

Not that it's difficult, mind you but you should at least try to be correct when behaving in an indignant manner.

Defensive offensive is a dodge. You have to buy it, but that's par for the course for Platinum games.

Instead it out right deflects most attacks and makes enemies stagger making open for attack or preoccupied so you can escape.
The parry mechanic wasn't the least bit hard to use.

It's also basic video game knowledge that if you jump on an object and it depresses, then it acts as a trampoline. Why let using it as a trampoline be a thing if the intention was to only press up and down?

>Beat this stage repeatedly when I was like 10
>All these memes about it now
Are people more retarded now or something?

>it's just basic video game knowledge; you press up/down to activate elevators, you hold up to jump higher, etc.
How is pressing up to jump higher ever been a thing for more than like a few select games?
Game I can't remember playing.
Elevators I get but at no time was there and at no time was the barrels worked like elevators.
This barrel was the only barrel in the entire Zone that did this.
If by some chance we could of had a small animation of Knuckles doing the proper controls for it just to leave then we would got it.
Or at the very god damn least make the barrel not the mandatory direction to go to finish the stage.

i never had a problem with the barrels but this is a really good point

This was one of the firs games you can play Tails and Knuckle.
You sure you didn't bypass it by flying, climbing or just taking Knuckles designated path?

If you had a second player Tails could just fly you up there with some timed bounces.

They fucking tell you at the very beginning, jesus how stupid were you fags that couldn't listen to directions?

The screws in metropolis moved when you moved backwards or forwards right?
You character ran in place.
You are barely locked into the Barrel an you can walk off it. It reacts to you jumping on it.
First idea anyone would have gotten was to jump on it until it flung you higher.
Out of frustration and button mashing did most people realize it was up and down.
Because they wanted to know if there was something above them or below them. Even then the barrel had such a delayed reaction to the proper mechanics that people still didn't realize it did anything.

Yeah. That's what all the complaints were about, how the parry mechanic was too easy to use.

I like to imagine the barrel was Iizukas work

The complaint was "Durr raiden just attack in the direction of your enemy to parry".

You expect people to take that as "too easy to use" and not "user, i'm fucking retarded."

...

Dark Souls?

The only thing retarded is that an action game coming from action game developers comes without a dedicated block or dodge button.

this
entire game was bad design
>lol you go sonic fast
but
>camera shows you nothing coming up
>have to stand still for a while to spin up speed
>only real fast parts are on the rail rollercoasters made to look impressive

sonic games are only loved by edgy autistic manchildren

Instead it is a block dodge and counter set of buttons.
Easy to use. easy to master. Becomes second nature during the first stage.

They fucking teach how use it before you even start playing the game.

There is literally nothing wrong with it. just a bunch of retards decided to make a stink about it when the game launched.

I'm not even good at games like DMC and Bayonetta and this shit was no problem whatsoever.

Ugh. I wasn't able to beat this level until I got Sonic Jam which had a "normal" mode which removes this stupid thing.

That was a freaking awesome collection disk by the way.

So you're a big fan, huh?

>you hold up to jump higher
It's actually not basic video game knowledge to hold up to increase upward momentum during a jump. Short presses make short jumps while long presses make higher jumps.

snipers are faggots, everyone including your fucked mother knows that

lmao git gud

Parry was easy as fuck, and OD made the game a walk in the park because of how completely broken that dodge was. Blade Wolf isn't even hard, he literally sends you some dudes mid-fight so you can refill your health on them. If you had trouble there you would get your anus fucking devastated by Armstrong.

I wouldn't argue that. I think the game design can be pretty claustrophobic at times and this is especially apparent given the low resolution of games of this era (not letting you see but a few feet ahead of you), but I think the speed aspect of these games has been exaggerated a bit too much. I know much of this is the fault of SEGA for advertising it to be this way, but the games are based more around physics than the speed itself.

Speed was a reward for committing parts of the level to memory, and skillful platforming.

...

>Speed as a reward for skill

my nigga

95% of levels in Super Mario Maker, most of which are created by the Japanese.

>Hold Up to jump higher

What game does this?

Nowhere in the game up to that point has required manual control of these things. Coupled with the fact that they move on their own, it's reasonable to assume that you cannot control them. There is also nothing else in the game that controls in this manner and this is (to my recollection) the only part in the game where you have to manipulate a moving platform. Sonic doesn't even give you any feedback while standing on the barrel, so at first glance it can be difficult to tell that by pressing down on the d-pad, you're making the barrel move. With this in mind, you can argue it's bad game design.

However, the game gives you very little to experiment with in that room. It locks the door behind you and the fact that it doesn't automatically give way to you leads one to reason that it has to be manipulated in some way. The game doesn't give you a lot of room for experimentation. When you stand on the barrel, you can't do anything by jumping off it and since that doesn't do anything, you try other things. It might take a while, but since every stage gives you 10 minutes to complete it, you can figure it out with enough patience.

So yes, it's not the most obvious solution, but you can easily get there with some experimentation. There's not a whole lot you can do about it.

...

>having such garbage tastes

>That fight
>As Terra

I don't think I've ever known worse rage than that.

Olbligatory.

1. It takes several minutes for the game to actually start
2. It's littered with easily avoidable instant death traps which in turn force you to abandon any idea about faster pacing lest you die stupidly
3. Some items lack even a semblance of balance, like the shotgun
4. Extremely boring damsel mechanics
5. Due to poor balance there's usually little incentive to collect all the stuff and there's basically zero reward considering how easy it is to just off the shopkeeper

Etc

But you can pass every barrel section using it as a trampoline

I played X4 and I don't get what people see in these games. It's slide forward into a slash ad nauseam. It's sluggish as hell compared to, say, Metroid or Castlevania or Contra or Wario (I have no idea what to compare it with)

>They fucking teach how use it before you even start playing the game.
They don't teach you shit. Every complaint with the game would be fixed if in the tutorial they actually bothered to make an invicible enemy that you HAVE to parry in ordr to advance. Instead they just added a single fucking weak guy that dies if you mess up hte parry more than once and the game carries one without teaching you shit. And that's the core mechanic of the game, but Platinum won't even bother to explain it correctly.

>the barrel can be manipulated in some way

The most common go to answer from what I've heard from others is to jump up and down on the barrel as it is the only clue you have that you CAN move it.

I still can't decide if this one should be counted as bad design or not. On one hand, you have:
>Other entrances into Maridia, though not to where you need to be in that section
>the x-ray visor, which should show destroyable/bombable surfaces
>the tube does not change appearance when scanned with x-ray

And on the other:
>broken tube in another section of Maridia as a hint
>apparently there is a section of the main menu's opening trailer that shows how to get past it

I think it was reasonable to come to the conclusion that there was another entrance to Maridia that was easily missed, but the clues could have been a little stronger, really the whole x-ray not working on the tube is the biggest issue here. But I can see how some people picked up on what was hinted and got past it easily, though my tendency to be conservative with Power Bombs led to me getting stuck here for a while.

And then there's this part:

Yeah

You're just supposed to run at this part. That guy is just doing it wrong.

>They fucking teach how use it

No lie the only way I could beat him with terra was to use cures as dodges since his actual "dodge" is shit.

TROUBLE WITH THE TROLLEY EH

I'm aware, this is the other part of Super Metroid that people always bitch about, but this one's an issue of not understanding all the mechanics of the game, not where to go.

>I'm too retarded to press down while running and insta kill every enemy coming my way.

The problem is that they don't fucking tell you that you have to push the stick from neutral.

>To parry incoming hits, throw out your own barrage of light attacks while your foe is on the offensive

Yeah. They REALLY taught us.

You are quite possibly the most retarded person in this thread right now.

Here, I'll even link the tutorial that you probably didn't even play.
youtube.com/watch?v=5MDme4eyfNo

>Parrying in MGR

Honestly, I completely agree with your sentiment. The action of parrying itself was brilliant and perfectly fine, but the actual control scheme was absolutely terrible. Having to jam the analog stick and square at the same time, even when you're already facing the direction of the attack, was very clunky and frustrating.

The perfect solution would have been simply mapping parry to circle, meaning all you'd need to do to parry in the direction you're currently facing is press circle, no analog movement needed. This would be much easier on the thumbs and far less frustrating.

TL;DR - Parrying was amazing in MGR, but having to jam the stick ten times in a row versus Monsoon equals "this kills the thumb"

Every fucking sidequest in this game is a god damn fetchquest.

>dont even get me started on star pieces

Play X1

>confirmed for no friends

>1/2 press

It was cool the first time

>playing MGR with a controller

You only have yourself to blame.

Its an action game that was originally on console. You're meant to play it with a controller.

It plays better with KB+M

Imo the ghost is the worst mechanic in the game.
It should've been something that actually forces you to move on to the next level, keeping the game at a reasonably fast pace. It should not be something you have to autistically lure around the level over and over if you want to make a reasonable amount of money.

I love the sequel to pieces, but finding General White still brings my piss to a boil.

Yeah, it was definitely a step down from the ocarina in every aspect. You couldn't just enter the buttons as fast as possible, and you had to use the same handful of songs so fucking often.

...

you must be 18+ to post here

Yeah that too but the game is so tedious that I uninstalled it fast. I'm not going to lose several minutes of my life each time I want to start it. Shift the walls faster next time you make a game.

...

That's the problem. The PS1 games give you all these movement options but the actual speed is slow. The SNES games are fast as fuck and you're pretty much flying through stages.

Still the worst puzzle I ever encountered

youtube.com/watch?v=jCzhRZYi8qk
Having to face this after getting pissed at backtracking the whole tower just to find fuccboi mcsleepy head almost made me drop the game.
The rest of the game is okay, and im enjoying 2 a lot more.

1000 heartless war in KH2. Absolutely no point other than exposition and its just mindless reaction command spam. Also the addition of the scrolling text bar.