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Forums - Gaming Discussion - The absolute worst game clichés

 

Jonathan Nolan likes game narratives the best. Do you agree?

No way! 3 37.50%
 
Nah 2 25.00%
 
I don't think so 3 37.50%
 
Total:8

Even when escort missions are done "right", I still generally dislike them. I suppose it's difficult to make AI that isn't frustrating, and when they move slower than you or follow a fixed path, it only makes it more annoying.

I'm also not a fan of that part of the game where you lose your primary abilities for a little while. In FFXV it lasted for what seemed like hours, while in Outlast 2, it's only for 15 minutes or so (although in a horror game it felt appropriate).



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Zombies. Fucking zombies.

They were ridiculously overdone, tired and boring by late last gen and at this point I never want to play another zombie game again. They're not scary, they're not fun, they are nothing at this point but the embodiment of creative bankruptcy. 



Bet with Liquidlaser: I say PS5 and Xbox Series will sell more than 56 million combined by the end of 2023.

sethnintendo said:

I think the ultimate"glitch" would be Raider's of Lost Ark on Atari 2600. In order to get out of the title screen you had to have the switches on 2600 in certain positions. You can only imagine how many minutes/hours I spent staring at the balloon flying title screen. I actually was able to start the game a few times but we only had cartridge and no instruction manual so I was never aware of how I actually got it started. Oh and when I finally did get to play the game a fucking crocodile or snake would insta kill me.

Kids these days....  Have it too fucking easy.

I never did figure out how to beat Raider's of the Lost Ark, and it wasn't from lack of trying.  People complain about E.T., but E.T. was awesome compared to Raiders of the Lost Ark.  At least the gameplay of E.T. made sense to my 7-year-old self.



The lock picking game in every western RPG that is supposed to be limited to stealth classes, but all classes can open even the most complex locks. This is usually thanks to the lockpicking mini-game being too easy, or the game allowing you infinite attempts to unlock any lock.



Narrative push of Tutor/Parents(usually a father) + child needs to go through the hardships of life. At some point, child will get in considerable danger which will force the parental figure to go through a change to save his child due to the plot asking for it.

Child characters are the cheapest way to establish a connection with the audience and justify an MC's progression.



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curl-6 said:

Zombies. Fucking zombies.

They were ridiculously overdone, tired and boring by late last gen and at this point I never want to play another zombie game again. They're not scary, they're not fun, they are nothing at this point but the embodiment of creative bankruptcy. 

It's pretty obvious why zombies became what they became. It's not just it being an artistic trend or whatever, it's moreso due to the fact that they're an easy replacement for the average videogame baddy. If you want to make any "mature" realistic game filled with gore and killing people, but you don't want the actual killing people part to raise eyebrows, just make them zombies and voila, there's the generic basic enemy you can use for your entire game.



I'm not sure if this counts but anyway:

1 - Recycling enemies, specially bosses. I can understand recycling enemy guy #37 over and over for an area but when you recycle a boss from one area to another it looks and feels bad. It's specially bad when what used to be a boss is later used as a regular enemy, it makes the previous boss fight and your accomplishment over the boss feel like nothing.

This happens in the Castlevania games, Bayonetta and a few times in the Dark Souls games among others.

2 - Mandatory Boss Rush. I absolutely hate this. It's basically the same as 1 but when a game forces you to beat a boss you've beat before along with several others just so you can continue to the end of the game. It's stupid, lazy and extremely repetitive. I already beat that boss before, why do I need to prove I can do it again? and no, just the fact that you have to do it again and it's a bit harder or you're only on 1 health bar against several in row doesn't make it any better. It's basically the developer saying "we couldn't come up with anything new so here's what you did before a bit harder". Pathetic really. (Optional Boss Rush modes separate from the main story are cool though)

The Mega man games are the worst culprit of this since basically every game in the series does it. I guess it's a tradition by now and if you like it then more power to you but I personally hate it. DMC3 did it as well and it was the worst part of that game.



I enjoy many games like this but it still annoys me.

Common denominator games - The casual game anyone can play, thus sales will be better.

I want a strategy game to be brutal, but able to be learned. I want an RPG that would take literally 100s of hours to complete, as long as the whole process is fun. I want games to take risks with sex, nudity, realistic pain/gore, and other subject matter as long as it is legal. I often like a game or a game franchise, and then later games in the series completely casualize it and capitalize on big sales.

Another cliche I don't like is when games get to floaty/ bouncy. While often reviewers and fans alike will call the controls too stiff, in the end the controls are realistic and part of the fun. I think both stiff and floaty games can be fun, but all too often it swings too hard the other way.



curl-6 said:

Zombies. Fucking zombies.

They were ridiculously overdone, tired and boring by late last gen and at this point I never want to play another zombie game again. They're not scary, they're not fun, they are nothing at this point but the embodiment of creative bankruptcy. 

THIS! I whole-heartedly agree, never found them appealing in any way.



mZuzek said:
curl-6 said:

Zombies. Fucking zombies.

They were ridiculously overdone, tired and boring by late last gen and at this point I never want to play another zombie game again. They're not scary, they're not fun, they are nothing at this point but the embodiment of creative bankruptcy. 

It's pretty obvious why zombies became what they became. It's not just it being an artistic trend or whatever, it's moreso due to the fact that they're an easy replacement for the average videogame baddy. If you want to make any "mature" realistic game filled with gore and killing people, but you don't want the actual killing people part to raise eyebrows, just make them zombies and voila, there's the generic basic enemy you can use for your entire game.

I would have said they are a general substitute for any decent enemy AI. A regular mook AI still has to display some inteligence and tactics to be able to pose a threat, a zombie AI needs to charge at you and that's it.



You know it deserves the GOTY.

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