>game introduces a mechanic near the beginning
>it's barely ever used again throughout the rest of the game
Game introduces a mechanic near the beginning
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>Grand Theft Auto IV
>mechanic that is super helpful and makes the game easier or more fun
>never explained at all
>fun and interesting mechanic
>its only useable during specific set pieces
>game has a tedious and worthless mechanic
>its only purpose is to turn people away from 100%ing the game
>Mechanic is suddenly used near the end of the game
>You've gone so long without using it that you forgot how it works
Do you mean the melee system, throwing bricks or riding the train?
>game suddenly introduces a new cool mechanic
>at the end of the game and you barely get to use it
i wish there where more puzzles in ghost trick to use missle's swap powers
>throwing bricks
you can do that?
>Used in the final boss
>game has optional tutorial
>optional tutorial introduces a mechanic that is completley unnecessary
>there is an achievement for completing the tutorial
>the tutorial is the hardest part of the game
Name one.
Rayman 2.
Fuck that fight.
>a unusual mechanic is never explained
>is needed to solve a puzzle room in order to complete a game
>Game has a necessarily mechanic that isn't difficult to pull off
>No one uses it
Watching zoomers play CTR:NF and not boost is awful.
His pic is the tell
Jet Set Radio, but the game isn't very difficult as a whole. You have to do a 50 trick combo to complete the tutorial.
>knowledge of the mechanic is mandatory at a single point later in the game
>by now you've probably forgotten
>first game introduces the best weapons on the second level
>second game and remakes overcompensate by locking the best weapons until the game is nearly over
>danganronpa
Seriously, did they change their minds after the first chapter? Why make a note that you can emphasize sentence topics if you never use it after the first chapter?
>game has a lot of mechanics
>one mechanic is so completely busted that it invalidates everything else
It's always an instakill and yes.
Modern Warfare the beginning tutorial had achievements for doing it fast enough. it was the one and only time I ever threw a flashbang in the campaign.
What was the point in skating backwards?
Name 8000 games that do this
>game refuses to let you play unless you 100% the tutorial
>the tutorial is harder than 90% of the game
Driver was kino
>Game introduces mechanic in easy-ass levels
>Barely used again until you get to secret levels that are ten times harder than anything else in the game
>Super basic mechanic
>Not explained early on, event hough you need to use it many times
>Explained later, for some reason
Fuck you Abe’s Oddyssey.
>game introduces a mechanic
>sequel introduces another mechanic that erodes the usefulness and/or intricacy of the first mechanic
>another sequel introduces a mechanic that makes the first and second mechanic irrelevant
Originally the game was designed as a branching path narrative but this was dropped late during production, so they never removed the React system which was how you were supposed to go down different routes.
Titanfall 2 could have really capitalized on the fantastic time jump system but unfortunately regulated it to 1.2 lvls. Play Titanfall 2s campaign btw folks it's great.
Hey even though no one else is responding to this, I just wanted to let you know that this post got a hearty chuckle out of me
Why
Fucking chocobo breeding in FF7. Why did they lock 30% of the games content behind this stupid shit.
They ask you to do this when you bust up that china shop.
GTA5's movie stunt car in that ONE mission.
>Uncharted 4 sword fight
Gotta love the Level 2 is a stealth mission in a non-stealth game trope.
The bike in Earthbound
>Gravity Rush 1 has a really fun and satisfying ground melee combo
>Never get to use it because literally every fucking enemy in the game flies
I would always spend so much time in battles trying to pull off attacks with that ground combo but it just can't be done
The most egregious part is that the game has the audacity to give it back to you near the end if you blow money on it but all of it's cool features are totally gone. 3D universe would have never pulled this shit.
S-sorry user
fuck chinese poker
i barely used the ground combo, gravity kicks just seemed waaay more powerful
Yes. Don't forget shimmying across ledges and using lifts.
It's just like the first bosses in FF4 and FF6, with a shitty translation.
I thought the fun part of playing games was using your brain to figure it out.
Fucking Uncharted 2
>your party members can get taken hostage if knocked down
>saving one of them is required for a trophy
>doesn't happen in two whole fucking playthroughs
How the fuck were you supposed to know that you could rotate items in Skyrim's inventory menu?
for me it was switching weapons
>get gun
>quickly learn starter gun can 1 or 2 shot.
>upgrade it to max with scope
>shotgun takes 3 shots everything else is half a mag
>game is made up of half baked shitty mechanics that get used once or twice
>new mechanics are introduced regularly and sometimes literally only used during the event they are introduced
>due to the ridiculous amount of mechanics, the entire game is infested with tutorial pop-ups
Every R* game after VC was a mistake
I guess they were hoping you looked at the control/key bindings and logically hoped you figured it out.
>GR1: Gravity Kicks are OP, Stasis Throw fucking sucks
>GR2: Gravity Kick sucks, Stasis Throw is OP
Kind of progress I guess.
>game has a huge variety of weapons
>they all function virtually the same and offer no real plus beyond a small stat boost
Is this the Araki school of game design?
Fucking Freedom Wars
>game has really in-depth combat mechanics
>can get through the whole game by just mashing buttons
>game introduces something cool
>you can't use it at all at the moment
>game has essential mechanics used a lot throughout it's entirety
>it's barely even explained at all and most people don't even know it exists
Fucking monster hunter world
Was there any other enemy that had a tell for countering?
What did MHW fail to have a tutorial for?
which rain world mechanic are you talking about senpai
Dishonored 2 had a similar time jump ability , one mission only
why didnt giorno just wrap his body in chains under his clothes and just turn the chains into vines? he'd be literally unstoppable
>game keeps adding more unexplained mechanics as it goes on
>hacknet tells you in the tutorial that you need to delete logs
>never, ever, checks for log deletion outside of the tutorial
>i only found out after i finished the game
that was some bullshit, it was like a placebo that lasted the whole thing
Must be everything lmao
So you never did Mile High Club on Veteran then?
It's been 20 years, and I still haven't beaten it.
Yep, I was pretty fucking heated over that.
AT least give me the option to trick it out.
>fear 1 has flashlight
>only really need to use it in vents for about 5 minutes total since most of the game's levels are well lit
wtf's the point then
>game is based solely around one single mechanic
>the devs actually copyrighted that mechanic
Sekiro did this recently with the wall jumping shit
Literaly all hack'n'slash games.
>becomes mandatory to do damage in the remake's new postgame boss fight
Fuck you, Demon Co-op.
I remember FEAR being dark as fuck on my old CRT. Maybe you need to turn down the brightness?
Didn't even know that was a thing until I saw it in the trophy list
Quadrilateral Cowboy did this the entire game, I have no fucking clue why. I heard it was because the game devs were trying to get the community modding scene to make the game for them so they just made an enticing entry and kept it as short and sweet as possible but overall it feels like the game isn't even complete or something. Every stage is a new element and doesn't incorporate the previous newly presented mechanic, despite it being good. Ofc the modding scene was dead on arrival and the game faded from existence and popularity
what gaem
>Game has mechanic that is fully functional
>But most people don't know about it due to the mission explaining being cut from the game
i played and finished it a couple of days ago and i can assure you most of the game was pretty well lit, there were a couple of dark areas and even then you only needed to flashlight for about 10 seconds before you got to another light source
Not so much complete the game as 100%ing it, but that one room in Mustard Mountain in Kirby and the Amazing Mirror.
>game has a tutorial going over your abilities, including one it locks away
>to defeat the final boss, you must remember to use that power from all the way back without any prompt
I know a lot of people complained about it, but it was actually one of the few satisfying moments for me when I realized what to do
>tfw the chosen steal one of your boys
>tfw you need to express just how upset you are about this
Demon Co-op is literal free damage if you not an idiot with the alignments of your demons, why would you not use it?
>default weapon is so powerful it makes every other weapon obsolete
The melee system in Soul Reaver 2 can go suck a dick for this.
It gets worse. You get three free saves (not sure on the number), and they refresh every time you go back to the real world, meaning there never is a time where you would actually have to do the whole hostage negotiation thing.
I think it gives extra tricks and points. But I never had to use it to get Jet rank.
>game has a Berserker class
>primary stat is INT
At the least you get the visuals for it the entire game.
Which means its sorta magical when its unlocked and it works.
Other M isn't a greatly designed games, but it has a lot of moments where everything works and its magical.
>plataform game have shortcut mechanic
>its cleary visible
>you get to final boss without even kill a single minion
>Mechanic introduced in the midgame
>Required for certain items, completely trivialized by a more mundane ability early on
>Completely useless by the lategame
Super Metroid's grapple beam is such a middling ability.
FUCK BLITZBALL
FUCK LIGHTNING DODGING
FUCK CHOCOBO RACING
FUCK THE BUTTERFLIES
cactuar hunting was cool though
BUT OVERALL FUCK CELESTIAL WEAPONS
>You pick up several utility items, equipment, money or experience points during the course of a tutorial, like you would in a regular quest/mission
>Game gives you the option to skip turorial
>Does't provide you the above mentioned rewards if you do
I hate games that do this.
>Except that one time at the end of the game where you totally forgot that was a mechanic and you get stuck.
> Game introduces a really fun mechanic/item
> You're forced to stop using it for no good reason at all
Owlboy
>game's systems are built around otus not being able to fight alone
>you can only carry one ally at a time, so you have to make sure you're managing them and keeping them close enough to use their weapons
>very first item you get lets you teleport allies to you with the scrollwheel, effectively making them glorified guns you can hotswap any time you want
>Game has a mechanic introduced at the start of the game
>Doesn't use it for several hours
>Get stuck for 20 minutes at a section that requires it
>Game requires X of an item to upgrade everything
>The first new game cycle only has Y
>You have to play through an entire NG+ cycle just to get the materials.
I read their development blog a year or two before the game was released, and they actually had the other gunners as optional unlockables. Since then they started to focus more on the shooting aspect, and I partly imagine that's where the teleporting comes from.
That reminds me:
>the room in Super Metroid that requires you hold the easily overlooked run button to get past it
That place must have fucked so many players over.
More games need that specific jetpack.
That room is literally called the Noob Bridge. It's infamous.
>Character's official art depicts them pointing a gun/finger gun at their head
>game introduces new gameplay mechanic in the post ending secret stage
Xenoblade 2 spends so much time explaining the cloud sea tide and it only applies to like 2 areas of one titan.
But it kills Draygon instantly.
Yes. The game went from kinda cool to excellent during the Jetpack moments. But of course you can't have it all the time...for reasons
>every weapon, skill, item, tutorial, and everything else you've learned since the start of the game is needed to get through the final dungeon
Love this shit, wish more games would just stay like this from start to finish though.
>game has an important mechanic that is required in the game
>went through the whole game without it but with difficulty
>never knew the mechanic till way later
Rayman 2, the one where you cling on to a tight gap and you climb up by jumping.
>Game has tons of mechanics that are fairly integral
>A bunch are never mentioned whatsoever in the game and you only discover them through datamining
>Game changes genre completely for first half of final boss fight
>final dungeon is a variation or extention of the tutorial dungeon
>tfw only know because of Yea Forums
Seriously, what the fuck? How did they expect me to know that it would be able to do those things?
>the final boss fight is so exciting and fun that it's basically its own reward just to play
Odin Sphere Leifthrasir was a notable example of this. They overhaul the combat from the original and include spells/skills and shit, yet for most things the normal attack combo is the best.
To teach new players that time kept passing even when they're not doing anything.
>Just want to fight Armstrong again
>Have to go through that shitty unwinnable wait section every time where he can kill instantly
FUCK
I just got up to the final fight and copied the save and keep that for when i want to do his real fight
>Game introduces new area
>It's only useful the first time you're there
>After that there's not a single reason to ever go back
no
>game mechanic is taught from a trailer or in the spoiler filled intro/demo
Fucking pokemon is bad about this.
>game has tons of weapons and fun ways to kill people
>You can play through the whole game without killing anyone and the game rewards you the nost for playing this way
>game introduces a mechanic in the tutorial
>it's never used again until the very end of the game
The newer games throw in some extras or something that require you to come back later, but even then it's not for every area
>pokemon daycare/breeding is only available after you beat the game
what the hell were they thinking
>game introduces mechanic at the very end of the game
>you have to use the mechnic to win the last level
>the post-campaign extra content relies heavily on smart usage of mechanic
At 75% of all Kirby games.
>game introduces a mechanic
>literally only appears in one stage
At least they give you another tutorial when you get it.
That still doesn't stop me from forgetting I have it and falling to me death 30 times before eventually just noclipping through the platforming segments.
Checkmate, valvecucks.
It's in the CSGO BR mode
>That Life effect ability that only appeared in the first boss and never been brought up through the rest of the game.
Probably Katamari Damacy though I think its mechanics were patented rather than copyrighted.
7>4>8>5>2>1>6>
The worst part is that most hackdevs(and vp) still defend it.
>The bane of millions
>game has an early-game tutorial for a mechanic that only becomes relevant mid/late-game
>forget mechanic
>no way to refer back to tutorials in-game without starting over
Which room was that, it's been a while since I played it.
Speaking of, was I the only one who didn't know you could get a power from a dead mini-boss? I remember killing them in the arena in Kirby's Adventure/Nightmare in Dreamland and getting pissed when I didn't get the ability.
When I was little I didn't even understand what it did and assumed you need to jump across the Xen platforms using knockback from Tau Cannon
>Game allows you to customize your character
There's really none that's necessary to complete the game
If anything, you are never thaught that Spears can get stuck in walls and that you can climb on them
And then there's swimming, coupled with the fact that a lot of players will end up in the underwater shithole
It was this one room which was split by a lava waterfall or something. You had to use the stone ability to cause a stone block to fall on the spout or whatever in order to block it off and get the chest on the other side. This is the only time in the game (and maybe the whole series unless there's some other moment I'm forgetting) where you need to do this and your only indication that Stone can do this is the fact that Rocky is nearby.
As for the other question, I dunno. If I did, I picked up on it quickly.
why is that worth spoilering
Because if you fuse properly it's entirely unnecessary? I've beaten both the original and remake of SJ multiple times and each time I do I basically never fucking use it outside of the very earlygame, and now against Shekinah.
because it makes the joke funnier, i guess
>game introduces a fucking awesome new mechanic
>at the literal ass end
I'd introduce my mechanics to Sly's literal ass end if you know what I'm saying
what the fuck
youtube.com
>not throwing coffee cups and cell phones at pedestrians
Yes. Remember, every other star block in the game is moved by inhaling it
>this finally happens in the final palace
>fuck it up and they just instadie
There's a difference between figuring out how all the puzzle pieces fit together and trying to figure out a puzzle that you don't know has missing pieces.
what are firecrackers?
also upgraded mikiri counter
>Game has consumable power ups
>Horde them thinking I'll need them later
>Never use them, not only that but they do stupid shit like "increases damage by 5% for 10 seconds"
thank you distorted real impact
thank you pressing B while in DT with faust hat
>Game has mechanic that is explained once and if you dont remember it you'll be making the game harder on yourself
>game was supposed to have stealth mechanics
>they were dropped and the only remnant of them is one (1) barrel that you can hide in
you watched the 30 minute gameplay trailer where they do the first dragon claw puzzle
>game has a lot of gimmicky weapons
>most basic/boring weapons are the most useful
there was actually a cut part where drake play fights his brother with swords when they are sneaking into the old ladies mansion. they really shouldnt have cut it
>Game has a particular mechanic
>Its fun to use and never gets old no matter how much you spam it.
>Other characters can even eventually try to counter you with the same mechcanic
That one wolverine game on ps3 had no business being that fun. Literally the only game where LUNGE was done right.
The final temple in Zelda TP
>Game has status effects
>Bosses can't be touched by them
>Regular enemies die too quickly for them to be useful
>completely unused glass breaking mechanic that is used for exactly 1 puzzle
>when the rest of the game is all about portals
and they did it in the SEQUEL as well
Not completely wrong, but once you realize at least one area in all regions have an infinite grind loop, it makes getting Jet ranks in the score levels extremely easy.
What, grabbing things?
>Final boss fight
>Boss drops a weapon in a game all about throwing stuff at enemies
>You're supposed to hit yourself with it to become a spring and jump into the boss
I remember using the turret thing to break glass in the first one but don't remember it in the 2nd.
Side note I'm still mad about Valve playtesters. Portal 2 alone would've been so much fucking better if not for retarded people.
>game introduces a new mechanic with a tutorial in the last hour of a 50+ hour game
Bull in a China Shop
Sonic Lost World
Dodge offset
Just play "Go for a Drive" or the methhead cop survival mode until you get a grasp on the feel/mechanics and you're good to go. Hell in Miami I could lead the cops for fucking ever
>final boss shows up halfway through the game for a forced loss
>with an ability he never uses in the final battle
>game has like 400 different consumable resistance items
>never needed at all ever
>some resist elements that there's one or two attacks in the entire game of that type
looking at you SOTN
>tfw beat that tutorial
>didn't play beyond a couple of levels
Might reinstall it one day
>What is Gunvalkyrie
Every video I've seen of people playing it had them just running around on the ground playing it like a bad EDF instead of flying around at high speed and rarely touching the ground like you're supposed to.
>Status effects hit 10% of the time
>Enemies that have the same status ability get to hit you 130% of the time
I actually had that happen multiple times in my playthrough, like twice I think
This stuff usually happens because the tutorial is made early on in development before they know how the rest of the game is going to look like. So when they inevitably cut things down due to time constraints, they don't have time to retcon the ambitious tutorial.
Hi, Fable 2's magic system
Thanks jack
There was something about logs in the DLC, though.
>Be dev
>Make flashlight level
>It's not that fun and is pretty cumbersome, which really fucks with the pacing
>Lighting effects have inconsistent engine issues and degrade performance on slower machines
>There aren't many good in-setting excuses to turn the lights off for other levels
The above's how stuff like this happens on projects like Dark Souls, Fear, etc; turns out most people don't like playing games where they can't see what's happening and glitchy, shittier gameplay.
Jetpack power hammer master race
>Portal 2 alone would've been so much fucking better if not for retarded people.
I’m gonna need a quick rundown on this.
>Said ability is ignored by most players
>At the end of it's skill tree branch it ends up being the most powerful ability in the entire game
>gave gives you a mechanic to increase speed and get more protection
>critics and lets players never use it
>Game introduces cool new feature that everyone loves
>It gets removed in the sequel
You can still throw bricks after that mission.
>that one area in the first game where you have to reach an air duct entrance a bit higher than you could jump and with no portals
>beat it by grabbing chairs from the nearby office areas and piling them up
>tfw couldn't grab chairs in the second game
Meant to reply to desu
>Awesome ability is introduced in last level
>Don't get to use it when replaying levels
Gaaaaaah I know this one
There are so many games that do this, even a few zelda games
>game gives you spell to be used outside of battle that are just red herrings and will never have any purpose
>Game starts out cool but then puts in a mechanic that dominates the rest of the game and makes it a lot less fun
Pathfinder Kingmaker and the fucking estate management. I would put it on auto except that a lot of the content in the game is based around it, and you miss a lot of lore and decision making if you put it on auto. It is very frustrating, because I loved the beginning of the game and the adventuring, not feeling glued to my Capital, afraid to explore far because OH NO MY LORD 100,000 NIGGERS INVADED YOUR REALM, COME BACK NOW OR ITS GAME OVER
The leveling up system (driving, swimming, shooting), which happens completely at random and has no effect whatsoever on the game.
Shimmying is definitely not used, but there are a couple missions with a lift where it can help. In the mission where you are sent to kill the diamond dealer Jews in the hotel, you can go to the back alley and take a lift up to the roof, letting you easily kill about a third of the total enemies, then escape back the way you came.
Skyward Sword; spin attacks.
he said IV not shitty ass V
both are shit
You forgot the part when they reintroduce the feature and treat it as its never been seen before.
You mean the main selling point of the game
>Catch three different pokemon in the first patch of grass
>"Hey! Its time for you to learn how to catch pokemon!"
>Game introduces new weapon/mechanic in the last half hour
>Mandatory for the final boss
What was Kojima thinking.
tell me that's a boy
pretty much the equivalent of that thing of when an anime character refuses to use an ability that would makes things easier for them
>game has an ability for detecting hidden (see: invisible) objects required to 100% the game
>essentially expects you to just mash the button for the ability every five seconds throughout the entire game
I can't even remember what game it is.
>tuorial
>that platforming segment near the end
My dick is rock hard just thinking about it
Driver, except it wasn't fucking optional