Duffman5
Junior Member
big cook, little cook welcome to our cafe
Posts: 1,332
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Post by Duffman5 on May 12, 2023 13:05:48 GMT
Motion Blur. The one thing I always turn off, without fail. That and film grain for me.
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Post by RadicalRex on May 12, 2023 14:28:53 GMT
Games where you can't exit straight to desktop. Gotta love what some games do, like Mega Man 11, when you just want to quit the game from playing. But no, first pause-> options-> back to stage select. Then pause-> options-> back to main menu. Then press B to return to the title screen. Then quit. Eugh. Topped by the Street Fighter 6 demo though when I just wanted to take a short look at character creation and go back to main menu. You can't, it's a one way street. Alright, confirm character so that I can pause and go back to main menu. Nope. Can't pause during the intro section! Now I'm supposed to go through all the tutorial fights and shit before I can just go back to the fucking main menu. I'm not a game dev, but I think if returning to main menu involves Alt-F4, you're doing something wrong.
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crashV👀d👀
Junior Member
not just a game anymore...
Posts: 3,820
Member is Online
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Post by crashV👀d👀 on May 12, 2023 16:00:35 GMT
As long as it's saved, ALT+F4 is all you need. I do it loads in games cos I can't be arsed to 'exit out' property
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Post by Vandelay on May 12, 2023 16:52:36 GMT
Games hiding quit under options is a bizarre modern games convention I can never understand. I assume there is some thinking where the main menu has to have parity with the console versions, which normally don't have a quit at all, but it is still weird.
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minimatt
Junior Member
hyper mediocrity
Posts: 1,675
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Post by minimatt on May 12, 2023 22:29:17 GMT
non functional doors painted onto walls like wile-e-coyote got busy. sometimes they'll make a pretense of saying "it's locked", well is it locked to my axe, motherfucker? the axe that in the last village cleaved the skull of a motherfuckin dragon? yeah, four planks of "locked" wood gonna be all impervious is it?
paint a door on a wall and that door damn well better open one way or another
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Post by Aunt Alison on May 12, 2023 22:31:19 GMT
If I was stuck in the Spencer mansion, I'd be kicking doors in and shooting locks left and right
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Lizard
Junior Member
I love ploughmans
Posts: 4,472
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Post by Lizard on May 12, 2023 23:13:17 GMT
If I was stuck in the Spencer mansion, I'd be kicking doors in and shooting locks left and right Steal a string of sausages from the kitchen, distract the zombie dogs with it, run out the front door.
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EMarkM
Junior Member
Well, quite...
Posts: 2,150
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Post by EMarkM on May 13, 2023 7:47:00 GMT
Unnatural pauses in spoken dialogue during conversations between characters whilst the camera switches from one to the other. JRPGs are the biggest offender but it's not exclusive to that genre. Completely ruins the flow and makes immersing yourself in a game and its' characters pretty tricky. I am SO with you on this one. When one character is clearly supposed to be interrupting another: "Jill, you should take the lock..." "Shut the fuck up, Barry!" And it turns into: "Jill, you should take the lock..." ... ... ... "Shut the fuck up, Barry!"
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Post by Aunt Alison on May 13, 2023 11:52:09 GMT
Leave Barry alone
To be fair, the actors in the original had trouble saying their lines at all
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Post by drhickman1983 on May 13, 2023 12:08:41 GMT
In those older games it was sometimes a technical issue too, as you could often hear the cd or DVD drive frantically changing layers.
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Post by JuniorFE on May 13, 2023 12:18:06 GMT
Then there's Sonic Adventure 2 where the characters interrupt each other even when they're not supposed to... "I found you! Faker!" "Faker? I think YOU'RE the fake hedgehog around here! You're comparing yourself to me? Ha! You're not even good enough to*-" "I'll make you eat those words!" *(the sentence ends with "to be my fake" but I guess Sonic got impatient )
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Post by Bill in the rain on May 13, 2023 14:07:00 GMT
Totally unexpectedly, I'm discovering that I now hate games with quicksave instead of checkpoints. Which is something I *never* thought I'd say as I always hated checkpoints.
But in the last few days I've played Quake, Jedi Knight and Tron 2.0 and I'm now so used to checkpoints that I keep forgetting to quicksave, and then having to replay entire levels from the start.
JK and Tron having the quicksave and quickload buttons reversed from each other probably isn't helping matters either.
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Post by RadicalRex on May 13, 2023 14:57:28 GMT
Player trolling by making you repeat an entire section for making one wrong step, being touched by a certain enemy, or worst of all, just choosing the wrong door or pipe.
Nintendo devs in particular love player trolling. When Super Mario Bros. 2 was outright rejected by Nintendo of America, the higher-ups in Japan realised it'd got out of hand and they'd have to take drastic measures. From now on, there were guys patrolling the developers' offices, and whenever they caught someone trolling the player, they'd hit them on the fingers with a ruler. It may seem a little harsh, but otherwise every Nintendo game would be like The Lost Levels.
But sadly it wasn't 100% successful, they'd still manage to sneak some trolling through, and so even a beloved classic like Zelda LttP is full of "oops wrong door, now do it all over again haha" shit. And the ceiling hands. And restart bosses for one wrong step. And... gah.
Mario Maker--and the global-scale level design terrorism it spawned--must have been a life-long wet dream come true for the guys at Nintendo.
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Post by Aunt Alison on May 13, 2023 15:40:47 GMT
Totally unexpectedly, I'm discovering that I now hate games with quicksave instead of checkpoints. Which is something I *never* thought I'd say as I always hated checkpoints. But in the last few days I've played Quake, Jedi Knight and Tron 2.0 and I'm now so used to checkpoints that I keep forgetting to quicksave, and then having to replay entire levels from the start. JK and Tron having the quicksave and quickload buttons reversed from each other probably isn't helping matters either. Yeah, I prefer check pointing. Being able to save whenever leads to save scumming and can almost be like cheating in some cases but it's too easy to use when a particular part of a game is annoying you, it also kills any tension. Similar to how just having access save states in emulators can make some older games so much easier to beat
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Post by ToomuchFluffy on May 13, 2023 20:03:52 GMT
It depends on the game and what kind of player experience it wants to achieve.
Aside from that I'd say the more trial-and-error there is the more Quicksaves are justified. Though regular checkpoint placement or just some (limited) resurrection mechanic can make Quicksaves completely unnecessary. None of the games Streum On have developed have Quicksaves and they all still work pretty well in my opinion.
But I don't see how massive trial-and-error and repetition become any better by wasting the time of the player even more with (possibly rare) checkpoints. I would rather have endless Quicksaves if that means I don't have to pointlessly waste time.
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Post by Aunt Alison on May 13, 2023 20:41:00 GMT
I guess so but I can think of instances where quick saving actually makes me repeat sections more. Say if I'm using quick saves in Doom for example. If I just scrape through a section and I know I've got a quick save, I'll think I can do better and try again. Next time I might do it a bit worse than before so it's another reload, and then get stuck in a loop of being too precious about it rather than just moving on
Or something like Thief or Dishonored where, if I used quick saves, when things go wrong I'd miss out on having to run away and escape guards when I get caught, which are some of the more fun and memorable moments
I tend to play both games without saving if I can so that there's lots of tension and if I do make a mistake or get caught, I have to just deal with it. The best thing about checkpointing is that I can just completely forget about saving. If things go disasterously and/or I die, I know at least I won't have to start the level over but won't know exactly how much I'll have to repeat. At least the danger of losing some progress maintains a level of tension
Save scumming gets you into bad habits as well I think as you've got no reason to be cautious if there's no penalty for failure. If a game relies on trail and error gameplay that much and it's not fun to replay parts, the penalty probably shouldn't be death
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Ulythium
Full Member
Lily-livered
Posts: 7,064
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Post by Ulythium on May 13, 2023 20:51:19 GMT
I prefer checkpoints as well, not least because I'm guilty of abusing manual save systems when they're available! (That was certainly the case when I played BioShock and BioShock 2 for the first time, earlier this year; by contrast, BioShock Infinite used a checkpoint system, and I found it quite liberating to put manual saves out of my mind altogether.)
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Post by Bill in the rain on May 14, 2023 7:54:16 GMT
Checkpoints definitely work better than Quicksaves when you keep forgetting to Quicksave though.
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Post by RadicalRex on May 14, 2023 14:16:52 GMT
It can go both ways and depends on many variables I guess.
I also prefer playing with a good checkpoint system, but with emphasis on "good". For example, some games inexplicably put checkpoints before unskippable cutscenes, that can just go to fuck. Or there's a lengthy multi-phase boss battle where you're going to die a lot because you need to learn all the patterns, but the checkpoint is 5 min+ away from the boss. You're at the mercy of the game designers here, and they may have screwed it up.
In a game like classic Doom/Quake, self-control works reasonably well for me, e.g. by limiting yourself to saving only at the beginning of a stage. But in Half-Life that doesn't seem to work for me, because it feels like that game's designed with quicksave/quickload spamming in mind--and frankly, from a pure gameplay perspective in my opinion it doesn't hold up all that well.
In Mega Man, playing along with the game's checkpoints is pretty essential, because gitting gud through repetition is a core part of the game experience, and by using savestates you're removing what the game is about. In contrast, in Bethesda RPGs you spend so much time looting (and combat isn't great anyway) that I wouldn't want to play it without quicksave spamming.
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Post by Aunt Alison on May 14, 2023 15:10:57 GMT
Fallout is generally quite good with its automatic saving as it does it every time you transition to a new location but I still have no problem saving in that. Although the combat is viscerally satisfying, there's nothing to really achieve with it. Plus crashes/bugs
Agree with MM. Learning the stages and bosses is what makes them so enjoyable
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Post by ToomuchFluffy on May 14, 2023 16:00:23 GMT
I have to fully agree on Dishonored and Half Life:
On my first playthrough of Dishonored I tried to do everything stealthily and had a really unhealthy habit of reloading when something went wrong instead of playing it out.
And Half Life is really quite ambush-happy and sets up many difficult situations. Especially on a first run through or on Hard it's recommended to just reload if the results of some encounter don't seem good enough (health!).
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Cappy
New Member
This is my message.
Posts: 641
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Post by Cappy on May 19, 2023 14:50:42 GMT
Linear games that are incredibly overzealous when it comes to locking doors right behind you but their game still has items you can miss. Areas may have a choice of paths, one progresses the other leads to an item but you have no idea which path is which until you step through a door.
I recently went back and completed Remember Me, it's one of the worst offenders, it nearly always auto saves when you step through the door too. Your only option is to restart the chapter or if you are one of those strange people going for a trophy or achievement run completing the game on a particular difficulty, restart the game from the bloody beginning.
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rajin
New Member
Posts: 269
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Post by rajin on May 19, 2023 16:43:05 GMT
Mascot characters giving hints throughout the whole game. Navi in zelda of course comes to mind.
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Post by Aunt Alison on May 19, 2023 17:53:45 GMT
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rajin
New Member
Posts: 269
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Post by rajin on May 19, 2023 18:14:39 GMT
I think it was Hey! Listen! Kinda like a insult as if it does not know why we try so hard to ignore the buzzing sound.
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Post by baihu1983 on May 19, 2023 18:23:24 GMT
Mascot characters giving hints throughout the whole game. Navi in zelda of course comes to mind. Nah its perfect..
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Post by RadicalRex on May 19, 2023 18:26:13 GMT
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rajin
New Member
Posts: 269
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Post by rajin on May 19, 2023 18:42:46 GMT
I think I just remembered another one, loud noises when low on health. Again zelda games are infamous for this but there are plenty of other games guilty of this.
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Post by JuniorFE on May 19, 2023 22:33:54 GMT
I think I just remembered another one, loud noises when low on health. Again zelda games are infamous for this but there are plenty of other games guilty of this. Pokemon used to be pretty bad with that. Then Black/White made it a full battle theme change and it was great. Nowadays IIRC they just don't bother.
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Ulythium
Full Member
Lily-livered
Posts: 7,064
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Post by Ulythium on May 19, 2023 23:38:14 GMT
Boss fights in melee-focused games, when the boss has one weak spot and it's out of reach for most of the fight.
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