Video game complaints I will never understand as long as I live.

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Current Events » Video game complaints I will never understand as long as I live.
Biofighter55 posted...
too much content.. you lost me there
Its true. One of the main imo stupid complaints when it comes to rebirth is that its indeed too much content. Bawwwww why is this open world so big, too many *compares to ubisoft checkpoints*, too many mini-games, the game is too long . People straight up complaining that its too much game...

https://gamefaqs.gamespot.com/boards/264562-playstation-5/80758197

....and its wild to me because the game is fun as hell to play, and as I said before there is nothing whatsoever stopping someone from just bum-rushing the main story missions and skipping all the optional stuff. I mean who legit hated the mission where you are escorting that dog salmon and barret starts hilariously worrying about marlene growing up and leaving the nest. With one of the most awesome battle osts square-enix made....for some random dog escort quest, lol.
https://www.youtube.com/watch?v=Z4TjmnoOKfg

Its just one of the many, many examples when it comes to video games that you just can't make every single person happy. (Even more so because it isn't like it was all that long ago where some final fantasies like 10 and especially 13 caught heat for being "corridors" from another part of the annoying as hell final fantasy fanbase). Me on the other hand, man this game's value is nuts and is one of the very few games aside from stuff like persona 5/royal and nioh 2 where I totally think it was worth going all-in for it day 1.
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Wait, are people seriously saying that FF7 Rebirth has too much content in it? I thought the complaint was that it's "only 1/3 of a game" and shouldn't be full price

Choose a lane, you serial whiners
TMOG posted...
Wait, are people seriously saying that FF7 Rebirth has too much content in it? I thought the complaint was that it's "only 1/3 of a game" and shouldn't be full price

Choose a lane, you serial whiners
That's kind of an apples/oranges comparison.

The "1/3 of a game" argument isn't about content; it's about story. The original FF7 was a single installment, whose story was broken into three installments for the remake.

Holding both points simultaneously is essentially saying they'd rather have the whole story in one installment than a ton of filler, which is a perfectly fine opinion.
There's a difference between canon and not-stupid.
Complaining about shmups, beat em ups, run n guns, and other skill based genres being short or too hard is stupid as fuck.

Complaining about unique gameplay because you can't learn something that doesn't conform to whatever is currently popular is also idiotic.
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ImAMarvel posted...
Nah, Ninja Gaiden Black is up there as one of the GOAT pretty much through sheer gameplay alone.
you are agreeing with me
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TMOG posted...
Wait, are people seriously saying that FF7 Rebirth has too much content in it? I thought the complaint was that it's "only 1/3 of a game" and shouldn't be full price

Choose a lane, you serial whiners
Well this is also two separate complaints annoyingly enough. There is those that are upset that this wasn't a more 1:1 thing where the original game is covered in one new touch-up style remake. Square-enix did at least let everyone know right from the very beginning that this whole thing is going to be a way more ambitious project compared to a more simple super mario rpg, live a live or star ocean 2 r kind of thing. Imo there is no use constantly complaining about this because like I said this was made clear right from the very beginning way before the first part even came out. Its totally fine if one does not care for the twists square-enix took with this final fantasy 7 project. There does come a time though that after 4 years since the first part's release that if it isn't for someone they have to move the hell on. I hated saints row's 4's dumb-ass story......know what I did? I moved on, lol.

The part that I am bringing up that annoys me (and it shows via that topic I linked) that yeah, rebirth is jam packed full of things to do (I mean the soundtrack alone is absolutely massive since it has many of the tracks that was in the first remake, which was 7 discs worth, and has a ton more of its own) and some people actually complain that its too much. Content that one can easily ignore and fly right past if one truly wants to do that.

Its so dumb in everyway to complain that this 70 dollar game or any game for that matter has too much to do in it (assuming this content is optional, which in rebirth's case it is).

But yeah as a long time final fantasy fan I hate this fanbase so goddamn much, lmao.
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I don't get people complaining about tutorials. I can understand if they make things more confusing, I'm mainly talking about people saying there's too many or come up too often. What's wrong with teaching me the game?

Even worse when in the second half of the game you get a new mechanic, and a single screen will come up to say press these buttons to activate the ability, and people will say "I'm STILL in the tutorial?!" no, your not. To me the tutorial is the impossible to lose section that walks you through everything, and once you understand everything your free. A splash screen existing later on does not make everything before that still a tutorial.
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Eh Pokemon tutorials are way too long
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Post #61 was unavailable or deleted.
I have a funny story about tutorials. Well, either funny or horrifying, depending on how you look at it.

In 2009, I bought Kingdom Hearts Days and started playing it, and it had BY FAR the most obnoxious tutorials I had ever seen in my entire life. There was a tutorial not just on HOW to open chests, but also on WHY to open chests. As in, the guy who escorted you for this mission has literal dialog explaining to you that you want to open chests because there is stuff inside them. It was probably intentional, since your dude was literally born yesterday (actually last week but still), but regardless it was so stinking heavy handed about literally everything that there was a penny arcade comic about it:

https://www.penny-arcade.com/comic/2009/10/05/my-friend-totoriol

I replayed that same game in 2017, and I remember thinking, these tutorials are not as bad as I remember. After a few hours it finally sunk in that over the previous eight years, that level of tutorial had become commonplace.
There's a difference between canon and not-stupid.
markconig posted...
I don't get people complaining about tutorials. I can understand if they make things more confusing, I'm mainly talking about people saying there's too many or come up too often. What's wrong with teaching me the game?

Even worse when in the second half of the game you get a new mechanic, and a single screen will come up to say press these buttons to activate the ability, and people will say "I'm STILL in the tutorial?!" no, your not. To me the tutorial is the impossible to lose section that walks you through everything, and once you understand everything your free. A splash screen existing later on does not make everything before that still a tutorial.

Cause I don't need it and it's in the way. Unless it's a complicated game, why are you wasting time to teach baby shit? Let me play. Integrate that learning into the game properly.
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markconig posted...
I don't get people complaining about tutorials. I can understand if they make things more confusing, I'm mainly talking about people saying there's too many or come up too often. What's wrong with teaching me the game?

Even worse when in the second half of the game you get a new mechanic, and a single screen will come up to say press these buttons to activate the ability, and people will say "I'm STILL in the tutorial?!" no, your not. To me the tutorial is the impossible to lose section that walks you through everything, and once you understand everything your free. A splash screen existing later on does not make everything before that still a tutorial.
I don't want to spend several hours being taught how to play the game before being allowed to actually play the game
Hey, everyone, what's going on in this topic? Oh.
Tutorials can be useful, but they should always be skippable. I should never have to do tutorials on a second playthrough ever
Sack to crack, going to town
Think it was Tomb Raider 2 back in the day that really nailed the tutorial idea. Gave you Lara's house to play around in from the main menu that let you learn and practice the platforming mechanics that were needed throughout the game.
The ball is round, the game lasts 90 minutes. That's fact.
Everything else, is theory.
"If you like more action oriented combat in RPGs you have no attention span and have less intelligence than people who prefer turn based combat in RPGs."

An actual argument I've seen on FF Boards and is a really stupid one.

"Turn based combat is archaic."

This is also stupid, though I have gotten bored of turn based combat over the years, I still enjoy them.
"I dreamt I was a moron."
Irony posted...
Walking in a straight line isn't exploring. You're not understanding what a walking simulator is
Most games people call walking simulator tend to be games that focus on exploration. People were calling Death Stranding walking simulator.
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KCJ5062 posted...
Video games that aren't 20+ hours being "too short".


A 2 hour game shouldn't cost $30.

ImAMarvel posted...
Forced tutorials are the worst. It's one thing I hate about a lot of 3D Zeldas


Half the time tutorials end when you successfully complete the forced part. It doesn't mean you retain the information just because you did it one time. Like any Tales battle tutorial pretty much. You learn it far easier from just playing the game.
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Revelation34 posted...
A 2 hour game shouldn't cost $30.
Then wait for a sale.

A two hour game shouldn't have 58 hours of filler, and that's a problem the consumer can't fix.
There's a difference between canon and not-stupid.
RetuenOfDevsman posted...
Then wait for a sale.

A two hour game shouldn't have 58 hours of filler, and that's a problem the consumer can't fix.

Interesting thing is, back then, games that could be completed within 2 to 5 hours costed about $40-50. They only felt longer because we kept dying and at the time it was pretty rare for games to have a save feature. Instead many of them had limited continues and when we didn't have any more continues after losing our last life, it was back to the beginning. Hell some games didn't even have continues.

As a matter of fact, I've read that some developers deliberately made games difficult so that kids wouldn't be able to just simply rent it and beat it over the weekend. Games like Contra, Battletoads and The Lion King are often used as examples when this is talked about.
It's amazing how people hang around message boards of games they don't like
RetuenOfDevsman posted...

Then wait for a sale.

A two hour game shouldn't have 58 hours of filler, and that's a problem the consumer can't fix.


The sale price never gets low enough for a game like that.

KCJ5062 posted...


Interesting thing is, back then, games that could be completed within 2 to 5 hours costed about $40-50. They only felt longer because we kept dying and at the time it was pretty rare for games to have a save feature. Instead many of them had limited continues and when we didn't have any more continues after losing our last life, it was back to the beginning. Hell some games didn't even have continues.

As a matter of fact, I've read that some developers deliberately made games difficult so that kids wouldn't be able to just simply rent it and beat it over the weekend. Games like Contra, Battletoads and The Lion King are often used as examples when this is talked about.

Depends on the Contra version though. The Genesis one was far easier than the SNES one.
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KCJ5062 posted...
Interesting thing is, back then, games that could be completed within 2 to 5 hours costed about $40-50. They only felt longer because we kept dying and at the time it was pretty rare for games to have a save feature. Instead many of them had limited continues and when we didn't have any more continues after losing our last life, it was back to the beginning. Hell some games didn't even have continues.

As a matter of fact, I've read that some developers deliberately made games difficult so that kids wouldn't be able to just simply rent it and beat it over the weekend. Games like Contra, Battletoads and The Lion King are often used as examples when this is talked about.
True. Because unlike arcades where you kept feeding the game quarters to keep playing, you're not with console games, so to get their money's worth, some games became Nintendo Hard. (https://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard)
Insert some witty line here
When a game deviates from the formula of the previous game in a series. Big names that come to mind for me are FF, Resident Evil, and Battlefield. Idk when this popped up for FF. Resident Evil it was around RE4, with RE6 (loved that one) being a massive change. And the Battlefield community hates every after BF4 without even playing
What in Sam Hill is a puma?
"Hand holding" is why I dropped Ni No Kuni lol.

I don't mind it up to a point because you gotta train the player somehow (and that game specifically was clearly skewing for a younger audience that might need extra help) but Drippy never shut the goddamn fuck up, to the point that I didn't even understand what the point of having challenges was if Drippy was going to immediately feed me the answers. >_>

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Spartan_Jedi117 posted...
When a game deviates from the formula of the previous game in a series. Big names that come to mind for me are FF, Resident Evil, and Battlefield. Idk when this popped up for FF. Resident Evil it was around RE4, with RE6 (loved that one) being a massive change. And the Battlefield community hates every after BF4 without even playing
You have to change up the formula or the series will stagnate and start dying. Although, some of the more hardcore/elitist fans would love this because it allows them have their precious series all to themselves.
I don't know which is worse: fanboys or elitist.
RetuenOfDevsman posted...
"Hand-holding"

Play Ace Attorney 5 then any other Ace Attorney game. You'll see why.
Anyone who doesn't agree is part of the problem.
EbonTitanium posted...
You have to change up the formula or the series will stagnate and start dying.
Although, some of the more hardcore/elitist fans would love this because it allows them have their precious series all to themselves.
Agreed, but almost none of these people see that. Especially in the Battlefield community. New post about a upcoming update, I see at least 20 posts about just remastering BF3 and/or BF4. No, don't do that, that'll hurt the series because they'll just want to repeat the formula of those two games, flaws and all
What in Sam Hill is a puma?
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Spartan_Jedi117 posted...
When a game deviates from the formula of the previous game in a series. Big names that come to mind for me are FF, Resident Evil, and Battlefield. Idk when this popped up for FF. Resident Evil it was around RE4, with RE6 (loved that one) being a massive change. And the Battlefield community hates every after BF4 without even playing


Depends on what you mean exactly. Every game had a medieval setting before 7. If you mean getting rid of turn based battles then it was FF12.

EbonTitanium posted...

You have to change up the formula or the series will stagnate and start dying. Although, some of the more hardcore/elitist fans would love this because it allows them have their precious series all to themselves.


No.
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M_Live posted...
Dying Light was such an awesome game and *spoilers* thefinal boss was just a QTE, such an anticlimactic ending.

It just feels significantly less engaging than actually playing the game.
That's not QTEs' fault though. That's just the devs screwing up. This is like playing a game that replaced a legit final boss fight with a card game and screeching with fists raised to the heavens about card games.
There's a difference between canon and not-stupid.
Kim_Seong-a posted...
"Hand holding" is why I dropped Ni No Kuni lol.
Personally I dropped Ni No Kuni because it took somewhere around two hours before the first battle happened, and by that time I was getting really bored
I never dropped it but the drop rate in that game was atrocious.
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gating difficulty being ng+ is pretty bad at least

random encounters only ever bother me when the game is too easy or not fun

linearity doesn't bother me and i don't really care if a game has sidequests or not

an rpg/tactical game being too easy bothers me way more than a weak plot. reviews saying an rpg is too grindy is a skill issue 90% of the time and i would rather play a brutal game than a too-easy one
RetuenOfDevsman posted...
Random battles
QTEs
"Hand-holding"
Random battles are just constant, often unwelcome interruptions, especially in games that don't have the courtesy to suppress/disable/auto-win encounters that would otherwise not benefit the player, IE the game forces you to go back to the starting town and all the enemies along the way are at their respective levels from before, so you're obviously far beyond that and going to one-shot everything, why even open the battle screen?

QTEs are just pure tediousness. If I'm watching a cutscene, I just want to pay attention to what's going on with the story, not worry about pressing random buttons to make the cutscene keep playing. Imagine if movies worked like this, the character dangles from the ledge and if you don't mash OK on the remote, the movie just rewinds five seconds. I can't take arguments in favor of QTE to be in good faith unless the outcomes of the sequence can ACTUALLY change based on the results, which is very rare.

Hand-holding has its place, but it should be optional, always. Some players don't need it, and when you force it onto a player's experience who doesn't need it, it's just an annoyance at best and at worst hinders their experience.
There's a time and place for everything... but not now.
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LinkDaLunatic posted...

Random battles are just constant, often unwelcome interruptions, especially in games that don't have the courtesy to suppress/disable/auto-win encounters that would otherwise not benefit the player, IE the game forces you to go back to the starting town and all the enemies along the way are at their respective levels from before, so you're obviously far beyond that and going to one-shot everything, why even open the battle screen?

QTEs are just pure tediousness. If I'm watching a cutscene, I just want to pay attention to what's going on with the story, not worry about pressing random buttons to make the cutscene keep playing. Imagine if movies worked like this, the character dangles from the ledge and if you don't mash OK on the remote, the movie just rewinds five seconds. I can't take arguments in favor of QTE to be in good faith unless the outcomes of the sequence can ACTUALLY change based on the results, which is very rare.

Hand-holding has its place, but it should be optional, always. Some players don't need it, and when you force it onto a player's experience who doesn't need it, it's just an annoyance at best and at worst hinders their experience.


Basically Until Dawn.
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For QTEs, it depends on how they're implemented.

They're fine if they're an additional part of gameplay like in Kingdom Hearts 2/3. However they're shit if they're put into cutscenes. I'd much rather actually watch the cutscene on the 1st playthrough rather than have to divert my attention to making sure I don't miss a button press that will cause me to have to restart the entire cutscene if it is missed. And on 2nd playhtroughs onwards I want the option to skip the entire cutscene so I can get back to the gameplay if I want, which QTEs prevent you from doing most of the time.

Handholding is also something that has an implementation problem. It's pretty much always forced upon you. There's not a game I can think of where you have the option to turn it on or off. If there was an option for it, I wouldn't have a problem with it.
"It gets too repetitive "

Mostly said about musou games. How many games dramatically change the way the game is played constantly? Some, but not the majority. Does an rpg with the same battle system the whole game get repetitive? Does a shooter get repetitive? Does a racing game get repetitive? It just feels weird to complain about a game continuing to do the game style it was built on over and over again.
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Garioshi posted...
Linearity. Since when was linearity a bad thing?
Agree. I see people complaining that Lies of P is too linear, and that you can't get lost. How is being lost fun?

The problem with linearity is usually that the player isn't engaged. To use the Final Fantasy example, 10 is linear AF but beloved. People enjoy the story and the combat system. The levelling system gives you a lot of ways to build your character and there's still some branches to explore off the main path. FF13 has none of that, you go down a hallway for 80% of the game, you have zero choice on how you level your characters (or even which ones you use), the enemy encounters are set and the game plays itself. The player basically just holds X the whole way through.

That lack of engagement is the problem with too much hand holding too. It's particularly bad in puzzle games where the game basically just tells you the answer, at which point you're just going through the motions and being bored.
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Spidey5 posted...
"It gets too repetitive "

Mostly said about musou games. How many games dramatically change the way the game is played constantly? Some, but not the majority. Does an rpg with the same battle system the whole game get repetitive? Does a shooter get repetitive? Does a racing game get repetitive? It just feels weird to complain about a game continuing to do the game style it was built on over and over again.
This is actually exactly what it means for a game to be too long. When you run out of new ideas and content, it's time for the game to end.

Hence the aforementioned 2 hour game with 58 hours of filler.
There's a difference between canon and not-stupid.
random battles can be better, it's just they need to re-think what random battles actually mean for the game itself.

i think if they could untie progression from them that'd be something. like, instead of having these things be for the player to grind on, being a safety net and all that - undermining whatever challenge they could possibly have - make them strictly an obstacle.

also if they're a bit more rare they can be a bit more challenging.
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TheGoldenEel posted...
I will never understand story complaints when the gameplay is good

a good story can elevate a game, but if a mechanically great game has a shit/no story I couldnt care less
This!
I fought the Trumble and the Trumble won.
Fluttershy posted...
random battles can be better, it's just they need to re-think what random battles actually mean for the game itself.

i think if they could untie progression from them that'd be something. like, instead of having these things be for the player to grind on, being a safety net and all that - undermining whatever challenge they could possibly have - make them strictly an obstacle.

also if they're a bit more rare they can be a bit more challenging.
I kinda wanna make a proper (not RPG Maker crap) RPG of my own at some point and one idea I had was basically making every battle a boss battle mechanics-wise. Doesn't mean every battle needs a story tie-in, it could be a random pack of monsters, nor that every battle needs to have the difficulty of a typical RPG boss, but just as in every battle is a fixed location, one-shot thing.
I fought the Trumble and the Trumble won.
Play darkest dungeon or even battle chasers nightwar
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Trumble posted...
I kinda wanna make a proper (not RPG Maker crap) RPG of my own at some point and one idea I had was basically making every battle a boss battle mechanics-wise. Doesn't mean every battle needs a story tie-in, it could be a random pack of monsters, nor that every battle needs to have the difficulty of a typical RPG boss, but just as in every battle is a fixed location, one-shot thing.

This is basically just Chrono Trigger without enemy respawn.

Which isn't a bad way to do it at all tbh.
Lusa Cfaad Taydr
Garioshi posted...
Linearity. Since when was linearity a bad thing?

It's bad for people that want freedom.

You have to get up at exactly 7:45AM. You shower before breakfast, not after. Don't dare try doing them the other way around. Your shower will be exactly four minutes long, with water at exactly 142.6. You then put on a green shirt and blue shorts. The other clothes are not an option. For breakfast you get half a bowl of Cheerios. You cannot have raisin bran or Cocoa Puffs. Skim milk, no 2% or whole. You have seven minutes to eat before heading to work. You have two cars but you are only allowed to drive the Honda Accord. Ignore the BMW M3. That's not an option. You will head down this specific route and will not deviate from it for any reason. Et cetera, for every element of your day. Some people prefer living their day their way.
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