The fact that the only person who gets stuff done is the main character. Seems like everyone else just sits around and waits for you to wipe their butt for them.
@@gameranxTV you’ll be tasked with saving the world but this one person needs a couple bottles of alcohol… oh and also you need too save this other persons marriage because you walked past them lmao
The lost of levels and gear was always a weird one but I did love the excuse you got in Neptunia V. "Why is my level 1 again? Didn't I save the world?" "Yes you did, but then you got so lazy and unproductive you actual lost those levels. They are like muscles, you gotta use them once in a while".
Neverwinter Nights Hoards of the Underdark was the first time I experienced it since it's the sequel to Shadows of Undrentide. You're staying at an Inn in Waterdeep and you have all your gear in a chest because you're sleeping. In the middle of the night you wake up to see a stranger in your room casting a spell to send the chest with all your gear away before then attacking you. Thus one of your motivations for going into the Underdark is to get your stuff back.
The one game that had a decent explanation for it, and a sort of code (handed out in person in japan, iirc) was Megaman Star Force 2, where MC buys a new hardware, but it's obviously brand new so all your upgrades are gone; however the code I mentioned, some pattern unlock, gave you oretty much your hp/energy stats from the end of the previous game while you can still get those futher upgraded in this new game
I think, for me, the absolute worst of these sorts of things is the trope that when you are the chosen one or clearly the greatest, other characters refuse to help you until you complete some sort of quest for them. "Oh, your the savior of the world and you need XYZ to to safe it? Nope can't have it until you do this mundane task for me!"
I have been playing ultrakill a lot recently (I know it's not the whole story kinda game but listen to me) The way it portrays the story is actually pretty great, it doesn't put you in the place of chosen one, you are a mere object while the protagonist is actually the antagonist, and this just makes it so that you know you aren't the chosen one, there isn't anything special about you, it's the other guy, you are just a mere medium who is a killing machine, also I love how settings menu, the level select, graphics, and everything game play related somehow connects to the lore Would love to see more games portray there protagonist as an antagonist Btw 10/10 game (but no robot sex)
@@gameranxTV do you guys only fucking have a set of emojis that you are allowed to choose from? Will it hurt your fingers to type an actual proper sentence?
@@gameranxTV lets that about many many MANY GAMES that never update single player because the devs think the player will never play "single player" ever again.... so the devs only update MP too keep you playing it.... a good example of that is GTA V,
For me it is when you defeat a really tough enemy that joins your party and becomes borderline useless now that they are an ally. Just spent hours grinding to get strong enough to defeat this enemy and get them to join you and they are 1% of the strength they were as a boss.
This one makes me irrationally angry. I’d rather have the new ally be someone in the background rather than having them join my party. It breaks immersion hard
In metal gear solid 1 and 2 (not sure about 4, though), the reason you couldn't pick up enemy guns (and at least in mgs2 they explain this in-game), was because they were id tagged. You needed to find a weapon in a container, meaning it still didn't have an owner yet. But yeah, there's no reason for it in mgs3, I think.
I love that Resident Evil has an entire in-universe corporation that makes puzzle-based security measures, and Umbrella and Racoon city were their biggest customers
@@lumiereeclair Wasn't it because they wanted it to be a Testsite for their Bioweapons against Stars Team? The more difficult it is to get around the liklier they have to face a BOW.
@sebastianschoefl the Spencer mansion was built decades before stars team. While being a test site for bows wasn't the initial goal in its construction, it became a convenient location.
I at least thought it was kinda cool the way they explained #6 in GoW. Kratos' wife could see the future and so painted all the places he and Atreus would go during their journey. Made it feel like she was with you the whole time.
My dad is hopeless at picking up context clues. In Horizon Zero Dawn, he kept trying to climb unclimbable cliffs. I had to direct him to "look for the bird shit path" several times. In the sequel, I just set his first games settings with climb assist turned on .
That's what I love about games like OGRE3, the Metro trilogy and Bioshock Infinite. Side characters are not only remarkably charismatic, but they also are competent enough to help you
You gotta love when right before you meet khan you can notice his work to support you from the shadows as the bolts from his gun impale the guards. Metro series is the best
Number eight, a game that I kinda think does this really well is asura's wrath. Over the top cutscenes but the fighting scenes where you are actually in control (so no qte's) are JUST as overtop. Really love that game
One thing that happens a lot especially in the uncharted series are bridges or structures that have been around for centuries, but the second your protagonist decides to use it, they break
I recently played Tomb Raider and I was. Thinking that the WHOLE TIME! Like literally, the moment Lara steps on a bridge it falls, but before her thousand of enemies made took that same path without problem for a millennia.
@@jasondavis6516 It's Schafer from Uncharted 2, the old guy who stayed in the lone Mongolian village with the snowy mountains after he became the sole survivor of his expedition team that got rolled and failed their mission to discover the true location of Shambhala.
The variation on #6 that I think works well is when the short walls and crates that the character can climb have instead scuff marks instead of obvious paint. As if people frequently climb those walls or whatever and their feet puts the marks on the wall. It strikes a good balance between subtle and obvious, and it makes sense in-world.
old Thief games up to the third installment had nothing. You just figured it out and you had a rope arrow that might work or not depending on how well you judge the shot in each situation.
You explained number 9 so *perfectly* ; also, River City Girls 2 has a *comedic* explanation as to how Misako and Kyoko lost all their stat upgrades and moves, that explanation being that after they got expelled from their school, they sat on the couch at Kyokos place playing videogames for a whole two *months straight* ! *LOL!*
And even takes it all the way up by showing an area where he left the paint. Granted, a large amount of it is on the ground or in psychotic drawings on the wall.
5:41 To be fair, Jedi Survivor is a great example of a sequel that keeps all the gear you earned in the first game instead of just resetting you completely.
For number 7, Assassin's creed brotherhood did it really well. You actually start of with whatever gear you had in Assassin's creed 2, but it gets destroyed when your town is invaded.
Just in general - why is it that in most games, enemies operate at full strength until they keel over dead? Very few games seem to make it so that they bad guys slow down after you shoot them twice, slice them half a dozen times, and stick a grenade down their pants. They just keep coming at you like they got a good night’s sleep and a solid breakfast.
I think the most infuriating moments are when you whoop the boss's ass all over the place, but it cuts to a cutscene where you're either almost dead and barely making it and they're at full health, or it cuts to a scene where they're whooping your ass instead, even though throughout the fight you're laying waste to them.
With Number 7 it's always a joy when the developer gives you cross saves from prior games so that you do keep the gear at the beginning. Even if sometimes there's only one or two things missing, it's just nice to have as a sort of "Welcome back" to fans of the prior game with that little shortcut.
I think more games should find ways of doing cooler stuff with the *same* gear as progression - or have the gear swap out rather than stacking (like RDR2 - dumb that I can carry all of my guns, like 20-30 guns, on my horse...REALLY?)
Number 3 also applies to a lot of just random objects you could otherwise put to use if you had the actual chance to pick them up. Especially in survival games, when the character could probably make use of that handy axe that's lying around, but refuses to pick it up because it isn't the right brand or something.
The Last of Us. I'm using scraps from a can of beans as an improvised shiv, but can't pick up the Rambo-brand combat knife from the dude that just tried to gut me.
@@yootoobsuks4210 Those could be decorative/ceremonial pieces, and not pieces meant for actual battle. A decorative sword is very dull and probably poorly balanced and would hardly hurt a fly if you tried. In fact, several RPGs will even tell you this if you examine them whilst in a shop, the main character (or the shopkeeper) will say "those aren't battle-ready blades, they're just for decoration" ... other RPGs will have the weaponsmith located in a castle, and the stuff you see in the shop is meant for the soldiers... but the shopkeeeper can sell you a few daggers and odds-and-ends.
Gotta say Zelda: Tears of the Kingdom did come up with a good reason to strip Link of his power. The way you gain heart containers in lore isn't actually "gaining" it is removing the corruption that destroyed Link's arm and nearly killed him.
Yeah, plus the time skip. Also, considering that he doesn't have the Sheikah Slate (and now we have the Purah Pad), it's not an unreasonable assumption that most of the armors and stuff that he got on the last game were inside of it. Plus, all of Sheikah Tech has been dismantled and the ending of BotW implies a lot of it was starting to stop functioning. I find it very easy to believe that it just stopped functioning after a while for whatever reason and the stuff inside of it was lost.
The problem with doors is not limited to games. When filmoping that iconic scene in Shining, Jack Nickolson ripped the door appart in 2s on the first take and then had to be really careful to NOT use the axe efficiently. It also happened to me in real life. Door at work was keycard-protected, lost in my thoughts, I didn’t noticed it didn’t worked and removed the door frame from the cardboard wall (seriously, you could have just walked through the wall) before I noticed anything. Sure’ the boss had to yell at me, but the next week, there was a real wall.
@@shuaguin5446 only country i know of where the people refuses to use actual bricks and cement/concrete to build their houses. somebody said once to me its because of the hurricanes and their cheap to rebuild that way. makes no sence to me since i live next to a house thats over 300 years old got bombed in ww1 and 2 and also flooded multiple times in spring over the years, still standing like a champ.
For number seven I always remember Banjo Tooie where you keep all of your abilities and never lose them and the developers actually came up with new abilities to learn.
Something cool they could do about the boss health being zero but they are perfectly fine thing is instead cut it off around half health. They could extend the health bar to make up for it but that way it actually feels like they’re fine.
For number 5, there was an Xbox game called Enchanted Arms where when you approach a ladder for the first time, the Player Character doesn't know what it is. The side characters had to explain to the MC what a ladder was and how to use it to climb up and down.
For me is the Ammo for your exact same weapon spread all over the place even when that place unexplored, a tomb or an other world. Like Mass effect adromeda, you arrive at an unexplored galaxy and lay all over the planets are ammo just for you.
#6 - you actually reminded me, this is something I really liked about horizon forbidden west. Excluding how janky Aloy can be when climbing, I really like that you can just use her visions/sight/focus and it will show where you can climb. So if you don’t use it, climbing is completely seamless and non invasive.
for Number 6, all those paths that Kratos can climb/follows *were* canonically drawn for him by Faye, as she could see the future and knew the path he should take and so laid it out for him to follow.
@@1IGG There are quite a lot of people that don't read and got lost in older games for not paying attention to where to go. Or had to save and leave, but forgot the information to know where to go. People player complain, the devs normally make sure the path is crystal clear. Essentially, people don't like to figure out what to do or where to go if there's only one choice. Now if there's multiple paths, then yeah, they probably do.
#9 makes sense if you think of the bar less as the enemy's health, and just as a representation of how much damage you need to deal to end the encounter.
It's a way to look at it, but I'm not sure it addresses the problem. If every other enemy you've encountered to that point has died when their "finish encounter" bar is emptied then why not this one? Just have the bar stop before being empty. Change its colour or something, show that the bar isn't empty and go to cutscene. Still frustrating, especially when you've just shot them in the head with a sniper rifle or something and they just shrug it off, but thematically consistent.
In your comparisons for Number 5, this reminds me of the original Mass Effect where Shepard didn't know how to use the sights on an assault rifle or shotgun or how to look through a sniper rifle's scope unless they had that weapon's talent available. It's especially egregious because Shepard is always capable of aiming down the sights for his or her pistol regardless of class and if you even have that talent unlocked, plus Shepard is supposed to be a highly-decorated combat veteran by the start of the game, and even completely untrained civilians can pretty quickly and easily figure out how to hold a weapon properly to enhance accuracy, especially if the weapon has a scope. Thankfully they fixed this in 2 and especially 3, and the Legendary Edition has ME1 Shepard finally able to use them all properly, you just can't necessarily get the accuracy and damage bonuses from talent points or the weapon's active ability.
I've always thought it was funny how you can walk into ancient sites that no one had supposedly visited in 100s or 1000s of years yet you find all the torches and lanterns still burning. Or how you can find useable items or health packs in them as well. Pretty sure the expiration/effective dates have long since passed.
For me it’s the main character who can go into any building and take/break everything no consequence. Link with breaking the pots or any rpg where you literally just open people drawers, cabinets or treasure chests in their houses
About #7: that's the main reason why I _really_ appreciated the change from inFamous to inFamous II (back on PS3): they actually took this into account! I wasn't a nobody all of a sudden but still had most of my (upgraded) powers. However... it was time to learn new skills.
Even worse than a door you can't destroy despite absolutely being capable of are the unscalable knee-high walls you can encounter in many games. Dark Souls 2 is a perfect example, since there such an obstacle is literally everything that prevents you from accessing the late game areas.
So many RPGs would have Mario as A GOD! Jumping in those games is a feat! So many times I have gone through areas that I don’t stop thinking “I could jump that… I could jump there… MY 308 lbs chocolate ass CAN JUMP THERE in ONE move instead of three puzzles!!” XD
Well, ds3 and ds1 aren't exactly better. I mean why must I battle foes on tight rope beams to get to the next part? Or why do I gotta fight those knights on thin ledges? Is there really no other way? Or ds3, where you HAVE to progress the way fromsoft tells you to progress. You HAVE to beat the other lords of cinder before getting a crack at lothic. that's even worse than ds2 sotfs because in ds2 you can skip the 4 main bosses. Ds3, you can't skip 'em.
@@siyzerix Sure, but that's unrelated to what we were talking about here. I guess technically you can count the Archives doors as an example of the unbreakable door, but at least it's not an ankle high "wall". Game sequence doesn't *have* to be breakable at any cost.
@@Case_ That is very much true. That knee high wall is BS. Causes weird progression paths, similar to the case in ds3's archives door. I just dislike this nonsense BS in the souls games. Wish fromsoft would update or alter them, but I guess they can't be bothered to.
On the topic of #7, I was actually impressed by Forbidden West sequel progression (not losing all her gear in fluke mudslide; that was stupid). Basically all the skills you had to unlock in Zero Dawn were default abilities in FW. Sure Aloy took a 59 level downgrade, but the important level stuff was still there. I wish more sequels did stuff like that
Zero Dawn also has a great excuse for the obviouse handholds, they're Brave Trails hammered into the rock faces by the locals as a way to get around their mountainous home.
@@gmr9701 I was very impressed with how Survivor and Forbidden West didn't nerf the protagonist in between games. Particularly Survivor nailed it, I think. Mass Effect 2 did a good job with the nerfing between games, though. Very understandable reason.
In the Uncharted games (at least in 1 and 2 I haven't played them all yet) I was surprised to see that my companion actually clapped enemies and consequently that made the enemies turn their attention on him/her but they never died it was great. I finished the third game yesterday and it turns out that yes your companions can still lay enemies down for you and they will not die. I'm assuming the fourth game will be the same.
Don't you all just love it when you go to work and have to grab 3 random statues and then place them in a specific position outside your office door, and then use a certain combination to activate just enough power (not too much, not too little) just to open the door to your office?
RPG Logic: One of the strong antagonists are really powerful and strong when you fight them. But when they joining your team or they become ally after defeating them. They are really weak.
In Tokyo Mirage Sessions one of the guys who eventually becomes a party member one shots your entire team in one move. When you fight him again and he joins you, he somehow becomes much weaker. Kratos in Tales of Symphonia is another example. Your entire party has trouble taking him down and he usually ends up defeating you. Later on you can take him on with one character and he is much weaker.
This is why in Valkyria Chronicles 4 when they let me field both Selvaria and Crymaria in boss form was a joy I thought wasn't possible. Especally after Selvaria was playable in 2 but was a slightly better scout.
I loved how they handled #7 in Horizon Forbidden West. They actually bring up that all your gear is gone and Aloy explains she had some trouble in her travels and lost all her stuff. It also did a great job with he climbing surfaces since they're mostly invisible until you scan with your focus.
I found the climbing assist needlessly overdone, I'm guessing because they wanted to reduce the challenge in climbing present in Zero Dawn? Though I loved the glider, I hated having to find a path down in ZD after climbing.
while i love the game, I think its a horrible way of justifying the loss of equipment, bc she just shrugs it off as "oh btw i lost all my gear, but convenietly kept the starter bow". One game that does it a bit better (but i still think its a bit irritating) is AC: Brotherhood, where you go through an event/mission where you see how you lose all your gear and why it happens.
@@ljubomirjovanovic2666 still makes a ton more sense than all your gear just magically disappearing for no apparent reason. After all, you go out alone in the dangerous wild, it's easy to see how an accident can make you lose all your stuff. And a simple bow would be a lot easier to acquire afterwards from any merchant you happen across than the specialized weapons you purchased and earned throughout the first game.
@@Sciguy95 that is a fair argument. But I also wish game devs would be more daring/experimental when creating sequels, for example they could have made HFW more focused on firearms
I believe that they actually do explain in MGS why Snake can't use enemy weapons. I believe it was explained that enemies use smart guns coded to the soldiers that carry them from what I remember.
For Number 7 a good example of a character who never loses powers is Raziel from Soul Reaver. In the sequel he keeps the skills from the previous game and gains more power. Only after Soul Reaver 2 when you start Defiance something happens and ONE of his abilities gets downgraded for story-reasons but the mechanic that comes in place gives some depth to the existing systems... Can be a hit or miss tho.
Number 7 is the reason I love the Legacy of Kain series because in Soul Reaver 2 you start the game with ALL your abilities you unlocked from Soul Reaver 1 and the game just adjusts it's gameplay to account for that and then you unlock new abilities as you play the sequel
For number 7, Baldur's Gate 1 and 2 come to mind as bucking that trend(also one of the earliest series I recall that let you export your character to the sequel), you might not have all the cool gear you acquired by the end of Baldur's gate for the second game, because you know, you were captured and tossed into some mad mage's dungeon/lab and they sold off all your stuff, but you're not starting back from level 1 and you have access to more gear, and better gear too, because higher levels.
Forgotten Realms in general is does that. Neverwinter Nights, you could save your Character and infinitely replay them or export them to the Expansions. Balder's Gate Dark Alliance, Drizzt and Artemis Entreri come equipped with the Lore Accurate top rank weapons. I love the setting, haven't brought myself to play the more recent travesty because I've been reading Drizzt for 20 years and I don't want to ruin the concept I have wanted for years.
I always thought the export a character from BG2 xpac and then importing them into the original BG2 exploit was fun. Start BG2 with a crazy high level main character. Was amazing with a monk. Basically made you untouchable and a One Punch Man.
Pre-dating Baldur's Gate was another DnD based game, Eye of the Beholder. In both sequels, you could import your characters and gear from the previous game. I loved that.
I love that sekiro addressed number nine on this list in that you fight Genichiro three times, but the second time you beat him it's revealed that he is not mortal and find out that a special weapon is needed
I found the choice of Zelda being mentioned for point 7 funny as Nitnendo did find a way to make it make sense with the way Tears started and how Link goes from super link with the Master Sword and about 25 hearts to debuffed link without master sword (due to plot reasons) and 3 hearts (due to plot reasons at the start of the game). Also a bunny being the hardest boss in the game, even more so than the final boss or other superbosses reminds me of the Black Rabite in Trials of mana or the Bunny boss in Dragon's Crown (now that one's crazy and frightening if you've ever seen it lol).
Yeah the "of Mana" games are brutal with the "Black" enemies. In the GBA Sword of Mana it can be pretty ridiculous if you grind specific enemies too much after 1000 kills the enemy will stop spawning and instead spawn a "Black" version
I love how I've never thought of any of the points here but they make absolute sense. And now I can't unsee them because they are absolutely true. This channel is the best ❤
i feel like i've only seen that done semi-good once and that was in the sqeenix thief game where it's just surfaces covered in birdsh*t, but i stil found it odd that birds only take a dump on THOSE edges and everywhere else was 'clean' compared to that. so far from what i've seen most well done and least visualy intrusive approach and yet a flawed idea.
There's this funny contradiction in GTA online too. During one of the prep missions for Cayo Perico you can hear Pavel say "I managed to get some disguises, it's not like these people wear uniform. Your own mother would think you're a smuggler." But during the heist itself, he says "your disguise is not perfect. If the guards get a good look at you, they will put 2 and 2 together." Like, How is a proper smuggler supposed to be dressed? Your character is literally a criminal, he already looks the part no matter what.
Keys are just in places for gameplay collecting purposes. In Resident Evil Village, to get to the factory you need to insert vials onto the hundred years old stone mechanism to raise the bridge from underwater. The vials was only just made yesterday with Rose's body parts in them. And the factotry was still running all this time. So really how do the villagers been traveling to the factory in their normal daily routine?
Yeah. And also, why the hell would you place the vials containing parts your child in the pedestal just to raise a bridge? Unless you're a heartless father, the most sensible thing to do is collect the parts of your daughter (if you really, REALLY want to do it) and bury them in one place.
7. Jedi Survivor. You essentially get to keep all of the powers/gear from Fallen Order, they are either somewhat nerfed, transformed or the game makes up for it by adding new mechanics that require you to explore. I thought it was really well done.
Weirdly the thing that gets me the most is how in games people constantly keep journals, logs or research documents (granted this one actualy makes sense) with great details explaining the lore, timeline of events, the specific weakness of upcoming ennemies and hints or the solution to the next puzzle; all of that in obvious places or ones that are super easy, barely an inconvenience to reach.
Number 6 has become far more common because of all of the extra visual noise that exists in detailed environments. It's also why games have been highlighting interactive objects more.
Great example of poking fun at this is the dock area in Divinity: Original Sin. You see a treasure chest behind…a rope stretched across your path. They have some character comments about it - pretty good haha.
The colored climbing points may not make a lot of sense, but as someone who is severely visually impaired, I really appreciate that feature. A lot. Same with any game with a 'survivor sense/detective vision/eagle vision' type mechanic.
I liked how in Wasteland if you leveled your strength to absurd levels you could punch through doors and walls. There was one invulnerable door, but it wasn't in an invulnerable wall! XD In the Murdock flash series(available now on steam as a port, series never finished) You could port your save from one game to the next to keep all your skills and levels(I don't remember if you keep inventory)
Re: Number 7: Neptunia V (being a direct sequel to Neptunia Mk II) made a fun twist on that concept. As is the standard for JRPGs, you see in the tutorial fight that Neptune starts back at level 1, but *Nepgear* is level 10. Neptune immediately objects "Why is my little sister stronger than me?" to which Gear replies to the effect of "You've only been on your lazy butt playing video games."
Number 7 reminds me of how Banjo Tooie managed it. You learn all those moves in Kazooie and when you start Tooie, you still have all the moves from Kazooie AND you learn more moves on top of that. I appreciated it back in the days.
10- I really like it when characters in game reflect about reasons to not go on a certain path. It feels better than straight up invisible walls or unreasonable blockades. I mean, all they gotta do is be honest and I'll understand.
Beginning my petition to change the number transitions to a darker background so I’m not blinded watching these before bed (even using the lowest brightness on my phone). Love the videos guys thanks for the daily content
It's funny you mention how characters will do badass stuff in cutscenes, but appear weak during gameplay, because the Yakuza series does the exact opposite. In cutscenes Kiryu will try avoiding gunfire by hiding behind cover and whatnot, but during gameplay he can shrug off hundreds of bullets and still remain standing.
THIS!!! When Falcon made that point I immediately remembered the contrary and imo most egregious example for this trope. The calypso twins in Borderlands 3. The accomplish literally nothing outside of cutscenes, are always the most obnoxious and loudmouthed people around and when you finally get to fight them, they’re honestly just weak. If you compare that to Jack from BL2 he wasn’t even about being the toughest guy around and his fight was (at least for the first playthrough) still more of a challenge than Troy or Tyreen.
For number 9, i tend to imagien it more as that character having more hp and/or abilities that they haven't shown yet. The hp that we see is how much they have to end this fight, but often times, during a rematch, they have more than 2x the amount of hp that they had before. Sometimes far more. So really, its just them going easy on us
Related to #10 is environmental interaction. Either you can interact (pick up, move, store, destroy) everything in the game's environment (Skyrim, Fallout, Witcher) or you can only interact with a very few particular items and everything else becomes immovable and indestructible no matter the size (Bioshock). I can't count the number of times an empty box or cabinet drawer has forced me to take a longer, more dangerous route simply because I couldn't move the darn box.
It's true about moving stuff out of the way (it's akin to immovable barriers and doors). About picking up stuff, we have to consider the character has always some built-in agency, so it's possible they'd refuse to pick up stuff they don't think it's worth picking up - with the result that some items don't even give you the option to do it. Adventure games have used that justification since forever.
In defence of #5 specifically Deus ex, MC had suffered a great trauma, so much so like 60% of his body was cut off and replaced by prostetics. And he only got a few month to get used to them. Game makes clear that by the start of the game you barely got to a point of your stuff working but you are so driven by wanting to find the bad guys behind the atack + being half bored of sitting on your ass you jumped early from recovery. In 2nd game simmilar deal he got blown into ocean, and while recovering he got even more implants, instaled which game explains as a wery bad instal progres (the medic literaly sais its shoddy job, half of things just welded to already existing stuff) My point is: if it has good explanation i dont mind it, but if its akin to "You tripped over a rock and all of you gear fel into a pit", then WTF game
Am I the only one who finds gameranx a “comfort show”? Like I turn on a gameranx video just to have it play in the background while I clean or cook 😂 idk man but I enjoy em
For numbers 6 and 7, I thought Horizon Forbidden West did a good job as a sequel game. The first game had the aforementioned "painted" climbing handholds but the sequel took them away and instead highlights climbable handholds when using your focus which makes sense for the in game logic of focus scanning. For starting at square one with items or levels, you start off already with several abilities that needed to be unlocked in the first game like doing a stealth strike and overriding a Charger but Aloy explains at the beginning that all she has is a bow because her other items got lost in various off screen conflicts.
#8 - Resident Evil 2 has a great explanation for why everything is a puzzle; the police chief is an eccentric. There's even a note where you learn this because the guy is being called out as crazy.
What also doesn’t make sense is how sometimes your character cannot go prone or even crouch sometimes. Yet half the time this occurs is in an action or stealth game where you would expect that to be a basic ability that anyone could do.
For number 7, I love that the Dishonored's 2nd DLC (with Daud) lets you keep your weapons and the abilities you unlocked in the 1st one. I was surprised but oh so happy to see that!! And at number 5, one example of a dumb thing that needs to be taught to you is in Oldschool Runescape, where you need to have a barbarian teach you how to smash an empty vial. Because I clearly didn't know that glass shatters when hit hard enough or just thrown on the ground.. 😅 Anyways, I love your videos, keep up the great work!! You guys are awesome!!
In terms of characters losing equipment between games, Ys IX has a fun reference to this when Adol is being interrogated and scolded for losing innumerable numbers of ultimate weapons and legendary objects from all over the world on a regular basis. Ys 8 also does a fairly good job of explaining why the main character cant keep all of his equipment what with him getting in a shipwreck and losing his legendary gear you actually get to use in the first battle.
A game that indicated points of interest in an cool way was Deathloop. Little memories that would pop up from previous loops made sense with the story without having to color code. Outer Wilds as well
Number 7, Aloy says at the start of Horizon Forbidden West that she lost all her equipment when she ran into some trouble while out journeying. So the devs did well to put that in.
In good game design they could have you retain your items but they are ineffective against the new enemies you face. Or at least not as good as the stuff you find.
@@TheJayman760 I mean, it made sense in the game. She had to go through a grueling journey to get to where she was at the beginning of Forbidden West. She also couldn't stop due to dire circumstances, so she couldn't go to a town to resupply or repair her gear.
7:24 I remember grinding my ass off for hours in Assassin's Creed 2 to get the black Altair armour, you know all those tombs and stuff. I was actually very happy when the next game (Brotherhood) started with Ezio wearing that armour with Max stats, but then 5 minutes into the game he decides to take a bath and the armour gets destroyed 💀
Number 2 gave me an idea for a future video - A list of the most actually useful/powerful companions in video games. "God Mode" Garrus from Mass Effect 3 is a good example.
Number 2 is so prevalent that I'm always shocked when its not the case. The most recent example for me funny enough was when I was playing DBZ Kakarot. One of the characters I had added to my group basically one shot an enemy because I had over-leveled them previously.
I always found it to be the other way around for DMC, Bayonetta and MGR actually. Once in control, you could actually do way crazier and cooler stunts than those in cutscenes. Of course, they did demand a decent understanding of mechanics and what can cancel into what to get there.
The video honestly muddles the topic by making it about player skill instead of just leaving it at the cutscene portrayal of a character being far beyond what the gameplay portrayal would imply is possible. Which itself bleeds into other topics on the list.
In the same vein as #2 - when NPC allies are undetectable as long as you're hidden. Like in stealth sections where you have a companion (looking at you, Naughty Dog) and you're sneaking around avoiding enemy sightlines but your pal is just running around everywhere, invisible to all enemies right until your player character gets detected, and suddenly your buddy becomes a bullet sponge
I like when they do this while also giving you advice. Stuff like "that's it, nice and quiet..." or "careful, they might notice you" etc etc, meanwhile they're basically clipping through the barrel of an enemy's gun.
The concept I always found amusing is gear in game worlds that don’t have supernatural forces, like magic, that give you buffs. Like, buy this gun and you suddenly deal x% more damage to x enemy type, no training required!
About Number 9: I don't usually equate a 'Health' bar with their actual health sometimes... it's more of a... 'progress of the fight' bar. But that's just me.
For number 8 I've got a funny story for that one. In splinter cell conviction there's s really badass moment where sam fischer shows up at third echelon and blows up something outside while saying the line "the name's fischer, i used to work here" in response to the receptionist. Well on my first playthrough i watched this cutscene before leaping over a piece of cover and getting riddled with bullets from the now alert guards, yeah turns out blowing shit up get's you noticed.
Number 1: quick time events. Especially if pressing the X button makes a total badass move that could have been also controlled via sticks or other combined action.
Asura's Wrath was a great game that had a TON of QTEs but used all of the buttons in a way that felt like it worked in the context of the game. They seriously need to port that to PS4/5...
In reference to number seven, Star Wars Jedi series did surprise me by letting us keep all of his abilities and gear from the first game. They just added more for you to discover
as for the bosses who get back up after you defeat them. I was always annoyed at first, but then started thinking of their "health" bar as more of a progress bar. So I got the progress bar down all the way for this phase before the boss moves onto the next phase. They could definitely work on telegraphing it better rather than rely on you to come to that conclusion
Or stamina for that form. It gets lower, they get more serious so they dont lose (extra phase fights). I guess it could be annoyance bar for those you get down to 0 then they wreck you.
The two big for me is 1- when you unlock an impenetrable gate and there are enemies waiting for you (and I’m not talking about “indigenous people who could have lived there before) and 2- the puzzles that are only puzzles because the environment is weathered. Particularly in games like Uncharted. Getting to the McMuffin is extremely difficult because you need to climb and parcour the ruins, but 100 years earlier you would just have had to walk up to it.
This takes me way back to Zelda ocarina of time starting with basic weapons, wooden sword and shield and was so happy to progress to a sling shot but then the metal sword I eventually got would break during battle, good times
You can get an unbreakable version of the Giant's Knife, actually. You need to do the entire adult trading quest (starting in Kakariko with Anzu as an adult) and do a couple timed fetch quests to do it though.
#7 is so real…Metroid has at times explained the loss of abilities, but then Samus is able to get back the same skills she just loss. Like, how many morph ball power-ups are there in the universe? I’m curious how FF7 Rebirth will handle this circumstance.
9. Theoretically they could make the healthbar for bosses "stronger" (because they have a set timeframe for the fight) and end at 20% to have the cutscene but really it's progress bar rather than a health bar. Though since it would take more dmg for each portion of the health bar it would lessen the feel of progress and I think it would be more infuriating if the bossfights ends with the boss having a bunch of health still there (you'd want the bar to go down to 0 no matter the result)
With Dante and Bayonetta, I've always felt like the delta between your gameplay and the cutscenes is part of the challenge. It's like in the "actual" story, they were unstoppable and basically untouchable the whole time. Your challenge is to get good enough to play it out that way. Like, you haven't actually beaten those games until you can complete them on the hardest difficulty setting without taking a hit.
Ninja Gaiden is similar. Absolute badass in cutscenes, whatever skill level the player is in gameplay (usually not great). For your last sentence, dont most DMC games have a difficulty where you die in one hit (shouldnt matter given how many hits Dante sponges in cutscenes anyway though)?
from what i understand, Snake not being able to pickup guns from soldiers was written into the lore. The guns have a build in security feature that wont let anyone fire the gun except who the gun is registered to (using nanites). thats why snake had to find guns that were not used by anyone(unregistered) THEN he could use them.
For #4, the mansion in Resident Evil was canonically designed as an escape room-style puzzle house for guests of the Spencer family. That gives a story reason for the puzzle elements.
Interested to hear about your take on TOTK now that we know that it DOES make sense that he's missing things... because his sword was damaged and lost, and he's quite literally in a different timeline than before (right?) this stuff annoys me so bad, and I was even more annoyed that the world in TOTK had subtle changes but then realizing that Zelda going back in time had a sort of butterfly effect and so the world is largely the same but many aspects are different was kind of low key brilliant
One of the dumbest concepts I experienced, were these comeback missions, where the main character literally forgets everything and you can build him up all over again. But i do also think that this concept, if done right, has huge potential 🔥 thanks for the video gameranx
reminds me of the "subsistence" missions in MGS5. you have to re-do an earlier mission, but start with NO equipment but Fulton balloons. crappy filler missions...
i like the way river city girls 2 did it where u get expelled from school and go "fuck it" and just play video games on the couch for 2 months leading to your character deteriorating and having to train to get their gainz back plus relearning their fighting moves
The fact that the only person who gets stuff done is the main character. Seems like everyone else just sits around and waits for you to wipe their butt for them.
😅
@@gameranxTV you’ll be tasked with saving the world but this one person needs a couple bottles of alcohol… oh and also you need too save this other persons marriage because you walked past them lmao
@@brandonreyes7113 NPCS are idiots
Yes
reminds me of when Viva La Dirt made a spoof about historical fps shooters or fps in general 💀
The lost of levels and gear was always a weird one but I did love the excuse you got in Neptunia V. "Why is my level 1 again? Didn't I save the world?" "Yes you did, but then you got so lazy and unproductive you actual lost those levels. They are like muscles, you gotta use them once in a while".
Neverwinter Nights Hoards of the Underdark was the first time I experienced it since it's the sequel to Shadows of Undrentide. You're staying at an Inn in Waterdeep and you have all your gear in a chest because you're sleeping. In the middle of the night you wake up to see a stranger in your room casting a spell to send the chest with all your gear away before then attacking you. Thus one of your motivations for going into the Underdark is to get your stuff back.
Love this!
;)
Assassin's Creed Brotherhood. All of ezio's gear from the first game gets destroyed by a cannonball...
The one game that had a decent explanation for it, and a sort of code (handed out in person in japan, iirc) was Megaman Star Force 2, where MC buys a new hardware, but it's obviously brand new so all your upgrades are gone; however the code I mentioned, some pattern unlock, gave you oretty much your hp/energy stats from the end of the previous game while you can still get those futher upgraded in this new game
that's an atrocious excuse...
I think, for me, the absolute worst of these sorts of things is the trope that when you are the chosen one or clearly the greatest, other characters refuse to help you until you complete some sort of quest for them. "Oh, your the savior of the world and you need XYZ to to safe it? Nope can't have it until you do this mundane task for me!"
I simply cannot assist you in your attempt to save all our lives until you slaughter 5 of my sheep and bring me their pelts. Sorry.
the world is doomed but there isn't any time limit
the 1st fallout gave you about a year- failing that, game over
I have been playing ultrakill a lot recently (I know it's not the whole story kinda game but listen to me)
The way it portrays the story is actually pretty great, it doesn't put you in the place of chosen one, you are a mere object while the protagonist is actually the antagonist, and this just makes it so that you know you aren't the chosen one, there isn't anything special about you, it's the other guy, you are just a mere medium who is a killing machine, also I love how settings menu, the level select, graphics, and everything game play related somehow connects to the lore
Would love to see more games portray there protagonist as an antagonist
Btw 10/10 game (but no robot sex)
@@NewPaulActs17 or the legend of zelda majoras mask were it was a 3 day cycle that had to be constantly restarted by going back in time
The TH-camr is the type of guy who will try to make a game with none of this "mistakes" and get the worst game of the year edition🤡🤡
A game that handles the Number 1 issue really well is Dishonored 2. I was so excited when I saw you were able to destroy wooden doors.
👆🏻
That's number 10.
@@gameranxTV do you guys only fucking have a set of emojis that you are allowed to choose from? Will it hurt your fingers to type an actual proper sentence?
i remembered i assassinated the assassin boss on first playthrough of D1... second time found out there was that whole fight sequence blew my mind
@@gameranxTV lets that about many many MANY GAMES that never update single player because the devs think the player will never play "single player" ever again.... so the devs only update MP too keep you playing it.... a good example of that is GTA V,
For me it is when you defeat a really tough enemy that joins your party and becomes borderline useless now that they are an ally. Just spent hours grinding to get strong enough to defeat this enemy and get them to join you and they are 1% of the strength they were as a boss.
Same thing goes for the enemy's weapon that hands you your ass repeatedly until you earn it and it might as well be a powderpuff.
As enemy: 10.000 power
As ally: 2 power
This one makes me irrationally angry. I’d rather have the new ally be someone in the background rather than having them join my party. It breaks immersion hard
Kingdom Hearts
Looking at _YOU_ Magus from Chrono Trigger.
In metal gear solid 1 and 2 (not sure about 4, though), the reason you couldn't pick up enemy guns (and at least in mgs2 they explain this in-game), was because they were id tagged. You needed to find a weapon in a container, meaning it still didn't have an owner yet. But yeah, there's no reason for it in mgs3, I think.
I was about to make the same comment haha
Also came to the comments for this. MGS is a bad example but that same trope happens a ton in other games with no reasoning.
I was just about to explain that lol
mgs4 was like that too
And then MGSV just said "fuck it now you can pick them up"
I love that Resident Evil has an entire in-universe corporation that makes puzzle-based security measures, and Umbrella and Racoon city were their biggest customers
I really want a dlc mission for ada where she just runs around painting the boxes for leon😂
@@nixythepixy1029 that would be a hilarious spin on the mercenaries mode, and then add the merchant doing it as well and hanging blue medallions
in the first resident evil, the spencer mansion was designed that way on purpose since the owner is "eccentric"
@@lumiereeclair Wasn't it because they wanted it to be a Testsite for their Bioweapons against Stars Team? The more difficult it is to get around the liklier they have to face a BOW.
@sebastianschoefl the Spencer mansion was built decades before stars team. While being a test site for bows wasn't the initial goal in its construction, it became a convenient location.
I at least thought it was kinda cool the way they explained #6 in GoW. Kratos' wife could see the future and so painted all the places he and Atreus would go during their journey. Made it feel like she was with you the whole time.
And in Ragnarok you can make the ledge highlights black so they don't stick out as much. Pretty cool.
I didn't realize that. That is pretty cool.
You can turn it of in Tomb Taider too, if you raise the difficulty level
but it was just paintings there.
My dad is hopeless at picking up context clues. In Horizon Zero Dawn, he kept trying to climb unclimbable cliffs. I had to direct him to "look for the bird shit path" several times.
In the sequel, I just set his first games settings with climb assist turned on .
That's what I love about games like OGRE3, the Metro trilogy and Bioshock Infinite.
Side characters are not only remarkably charismatic, but they also are competent enough to help you
You gotta love when right before you meet khan you can notice his work to support you from the shadows as the bolts from his gun impale the guards. Metro series is the best
Number eight, a game that I kinda think does this really well is asura's wrath. Over the top cutscenes but the fighting scenes where you are actually in control (so no qte's) are JUST as overtop.
Really love that game
Just about to comment. Great game.
One thing that happens a lot especially in the uncharted series are bridges or structures that have been around for centuries, but the second your protagonist decides to use it, they break
I can't remember which game, but I thought some character had made a joke about Drake's bad luck and that's why he's constantly falling through stuff.
I recently played Tomb Raider and I was. Thinking that the WHOLE TIME!
Like literally, the moment Lara steps on a bridge it falls, but before her thousand of enemies made took that same path without problem for a millennia.
i always figured, no one has been on that bridge or structure for centuries, so when Drakes on it, its handling something it hasnt had to and breaks.
@@jasondavis6516 It's Schafer from Uncharted 2, the old guy who stayed in the lone Mongolian village with the snowy mountains after he became the sole survivor of his expedition team that got rolled and failed their mission to discover the true location of Shambhala.
The variation on #6 that I think works well is when the short walls and crates that the character can climb have instead scuff marks instead of obvious paint. As if people frequently climb those walls or whatever and their feet puts the marks on the wall. It strikes a good balance between subtle and obvious, and it makes sense in-world.
This was done well in the Prince of Persia series. The scratches and marks of previous use.
Also, you could turn the highlights off in Tomb Raider, IIRC.
old Thief games up to the third installment had nothing. You just figured it out and you had a rope arrow that might work or not depending on how well you judge the shot in each situation.
@@oditeomnes Tenchu as well
You explained number 9 so *perfectly* ; also, River City Girls 2 has a *comedic* explanation as to how Misako and Kyoko lost all their stat upgrades and moves, that explanation being that after they got expelled from their school, they sat on the couch at Kyokos place playing videogames for a whole two *months straight* ! *LOL!*
I enjoy the classic amnesia and slowly rediscovering all the things you used to do but slightly different.
I appreciate how Portal and Portal 2 use the character "Ratman" to explain why there's already route markings for Chell
And even takes it all the way up by showing an area where he left the paint. Granted, a large amount of it is on the ground or in psychotic drawings on the wall.
I'm Ratman
And For god of war Ragnarök, and the other one was in fact Atreus's mom that marked the path because she should see the future.
5:41 To be fair, Jedi Survivor is a great example of a sequel that keeps all the gear you earned in the first game instead of just resetting you completely.
For number 7, Assassin's creed brotherhood did it really well.
You actually start of with whatever gear you had in Assassin's creed 2, but it gets destroyed when your town is invaded.
👍🏼
I love the way Prototype did this. It teased your final form at the beginning.
Yeah, at least there are justifications in some games but for others? Protagonists doesn’t have a excuse not to lose them.
In God of War 2 its explained when Zeus trick him
I thought it just gets buried under rubble, not destroyed.
One concept I don't understand is how Bosses get stronger when you cut off their limbs or do enough damage to them to get to the next phase.
Boss level adrenaline? Who knows
@Frank Garrison this was bout to b my reply. Nvm. 😂
Just in general - why is it that in most games, enemies operate at full strength until they keel over dead? Very few games seem to make it so that they bad guys slow down after you shoot them twice, slice them half a dozen times, and stick a grenade down their pants. They just keep coming at you like they got a good night’s sleep and a solid breakfast.
A wounded animal is more dangerous
It's the Hulk Hogan effect. They're psyching themselves up.
I think the most infuriating moments are when you whoop the boss's ass all over the place, but it cuts to a cutscene where you're either almost dead and barely making it and they're at full health, or it cuts to a scene where they're whooping your ass instead, even though throughout the fight you're laying waste to them.
With Number 7 it's always a joy when the developer gives you cross saves from prior games so that you do keep the gear at the beginning. Even if sometimes there's only one or two things missing, it's just nice to have as a sort of "Welcome back" to fans of the prior game with that little shortcut.
I think more games should find ways of doing cooler stuff with the *same* gear as progression - or have the gear swap out rather than stacking (like RDR2 - dumb that I can carry all of my guns, like 20-30 guns, on my horse...REALLY?)
Number 3 also applies to a lot of just random objects you could otherwise put to use if you had the actual chance to pick them up. Especially in survival games, when the character could probably make use of that handy axe that's lying around, but refuses to pick it up because it isn't the right brand or something.
The Last of Us. I'm using scraps from a can of beans as an improvised shiv, but can't pick up the Rambo-brand combat knife from the dude that just tried to gut me.
The awesome weapons used as decor in the weaponsmith's shop when all he sells are crappy daggers and basic shortswords.
its because that's clearly a dollar store axe, it'll fall apart after the first swing... even if you dont hit anything with it XD
That's because game developers don't buildcandy ranges or use simple descriptions for all items
@@yootoobsuks4210 Those could be decorative/ceremonial pieces, and not pieces meant for actual battle. A decorative sword is very dull and probably poorly balanced and would hardly hurt a fly if you tried. In fact, several RPGs will even tell you this if you examine them whilst in a shop, the main character (or the shopkeeper) will say "those aren't battle-ready blades, they're just for decoration" ... other RPGs will have the weaponsmith located in a castle, and the stuff you see in the shop is meant for the soldiers... but the shopkeeeper can sell you a few daggers and odds-and-ends.
Gotta say Zelda: Tears of the Kingdom did come up with a good reason to strip Link of his power. The way you gain heart containers in lore isn't actually "gaining" it is removing the corruption that destroyed Link's arm and nearly killed him.
That one was a pretty decent explanation, haha
Yeah, plus the time skip. Also, considering that he doesn't have the Sheikah Slate (and now we have the Purah Pad), it's not an unreasonable assumption that most of the armors and stuff that he got on the last game were inside of it. Plus, all of Sheikah Tech has been dismantled and the ending of BotW implies a lot of it was starting to stop functioning.
I find it very easy to believe that it just stopped functioning after a while for whatever reason and the stuff inside of it was lost.
Also Link's main ability. Pocket stuffing. Isnt gone.
The problem with doors is not limited to games. When filmoping that iconic scene in Shining, Jack Nickolson ripped the door appart in 2s on the first take and then had to be really careful to NOT use the axe efficiently.
It also happened to me in real life. Door at work was keycard-protected, lost in my thoughts, I didn’t noticed it didn’t worked and removed the door frame from the cardboard wall (seriously, you could have just walked through the wall) before I noticed anything. Sure’ the boss had to yell at me, but the next week, there was a real wall.
Tripped and fell through the wall next to a security door and into the secure area at a place I used to work. very VERY secure.
ok I got to ask. Are you guys from the USA ?
@@shuaguin5446 only country i know of where the people refuses to use actual bricks and cement/concrete to build their houses. somebody said once to me its because of the hurricanes and their cheap to rebuild that way. makes no sence to me since i live next to a house thats over 300 years old got bombed in ww1 and 2 and also flooded multiple times in spring over the years, still standing like a champ.
@@0815Totaku Maybe their mindset is still on "go west!".
He managed to mince the first door because he spent time as a firefighter before he got into movies, so was adequately skilled in getting it done.
For number seven I always remember Banjo Tooie where you keep all of your abilities and never lose them and the developers actually came up with new abilities to learn.
Something cool they could do about the boss health being zero but they are perfectly fine thing is instead cut it off around half health. They could extend the health bar to make up for it but that way it actually feels like they’re fine.
Like in Jedi Fallen Order?
@@Sesuaki19 Or how they did it with Patches in Elden Ring?
Hades did this in Elysium when you fight Asterius as a mini-boss, before fighting him later as a boss
For number 5, there was an Xbox game called Enchanted Arms where when you approach a ladder for the first time, the Player Character doesn't know what it is. The side characters had to explain to the MC what a ladder was and how to use it to climb up and down.
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For me is the Ammo for your exact same weapon spread all over the place even when that place unexplored, a tomb or an other world. Like Mass effect adromeda, you arrive at an unexplored galaxy and lay all over the planets are ammo just for you.
Ah yes, tomb raider, by golly how convenient there's shotgun ammo for my particular shotgun in an undiscovered ruin
This.
You are the first who ever enter this ruin. Here ammo for you gun the ruin prepare for you.😂
Fresh Dairy, fruit and Veggies all ready for you in those 2,000 yr plus tombs in Skyrim.
The ammo is accidentally dropped by the person who goes in and lights all the sconces and wall torches 15 minutes before you visit.
@@thedeadpoolwhochuckles.6852 Full of lit candles.
#6 - you actually reminded me, this is something I really liked about horizon forbidden west. Excluding how janky Aloy can be when climbing, I really like that you can just use her visions/sight/focus and it will show where you can climb. So if you don’t use it, climbing is completely seamless and non invasive.
for Number 6, all those paths that Kratos can climb/follows *were* canonically drawn for him by Faye, as she could see the future and knew the path he should take and so laid it out for him to follow.
Glad someone said this cause at the very least they had an explanation for it. I'm surprised he didn't say anything about Horizon Zero.
That is the dumbest thing I heard today. So the devs think their players are mentally challenged?
@@1IGG There are quite a lot of people that don't read and got lost in older games for not paying attention to where to go. Or had to save and leave, but forgot the information to know where to go. People player complain, the devs normally make sure the path is crystal clear. Essentially, people don't like to figure out what to do or where to go if there's only one choice. Now if there's multiple paths, then yeah, they probably do.
@@bradleymoore2797 I like how Forbidden West treated that, as an overlay from the focus. Totally makes sense in-universe
@@fleetadmiralj I wouldn't mind if every open world game took that Ubisoft or Zelda formula of being able to climb anything however.
#9 makes sense if you think of the bar less as the enemy's health, and just as a representation of how much damage you need to deal to end the encounter.
Yess my favorite is from uncharted 4 where nathan never get shot hes just really lucky but when his health run out he actually get shot
@@haikall5479 Whoa, I did not know that. That is a nice touch. I'll play it soon.
It's a way to look at it, but I'm not sure it addresses the problem. If every other enemy you've encountered to that point has died when their "finish encounter" bar is emptied then why not this one? Just have the bar stop before being empty. Change its colour or something, show that the bar isn't empty and go to cutscene. Still frustrating, especially when you've just shot them in the head with a sniper rifle or something and they just shrug it off, but thematically consistent.
In your comparisons for Number 5, this reminds me of the original Mass Effect where Shepard didn't know how to use the sights on an assault rifle or shotgun or how to look through a sniper rifle's scope unless they had that weapon's talent available. It's especially egregious because Shepard is always capable of aiming down the sights for his or her pistol regardless of class and if you even have that talent unlocked, plus Shepard is supposed to be a highly-decorated combat veteran by the start of the game, and even completely untrained civilians can pretty quickly and easily figure out how to hold a weapon properly to enhance accuracy, especially if the weapon has a scope. Thankfully they fixed this in 2 and especially 3, and the Legendary Edition has ME1 Shepard finally able to use them all properly, you just can't necessarily get the accuracy and damage bonuses from talent points or the weapon's active ability.
I've always thought it was funny how you can walk into ancient sites that no one had supposedly visited in 100s or 1000s of years yet you find all the torches and lanterns still burning. Or how you can find useable items or health packs in them as well. Pretty sure the expiration/effective dates have long since passed.
LIT TORCH INSIDE A TORCH IN A SUBMERGED CAVE
Or gun parts that totally compatible inside a chest in a ruin that unhabited for thousand years.
@@idudahkepake
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the elder scrolls games are pretty bad for doing that lol
at least in fantasy rpg's the lit torches in ancient dungeons can be explained away by "magic"
looking at you, skyrim
For me it’s the main character who can go into any building and take/break everything no consequence. Link with breaking the pots or any rpg where you literally just open people drawers, cabinets or treasure chests in their houses
About #7: that's the main reason why I _really_ appreciated the change from inFamous to inFamous II (back on PS3): they actually took this into account! I wasn't a nobody all of a sudden but still had most of my (upgraded) powers. However... it was time to learn new skills.
Even worse than a door you can't destroy despite absolutely being capable of are the unscalable knee-high walls you can encounter in many games. Dark Souls 2 is a perfect example, since there such an obstacle is literally everything that prevents you from accessing the late game areas.
So many RPGs would have Mario as A GOD! Jumping in those games is a feat!
So many times I have gone through areas that I don’t stop thinking “I could jump that… I could jump there… MY 308 lbs chocolate ass CAN JUMP THERE in ONE move instead of three puzzles!!”
XD
How about Bloodborne with their 1-foot stack of books that you got hung up on during a boss fight?
Well, ds3 and ds1 aren't exactly better. I mean why must I battle foes on tight rope beams to get to the next part? Or why do I gotta fight those knights on thin ledges? Is there really no other way?
Or ds3, where you HAVE to progress the way fromsoft tells you to progress. You HAVE to beat the other lords of cinder before getting a crack at lothic. that's even worse than ds2 sotfs because in ds2 you can skip the 4 main bosses. Ds3, you can't skip 'em.
@@siyzerix Sure, but that's unrelated to what we were talking about here. I guess technically you can count the Archives doors as an example of the unbreakable door, but at least it's not an ankle high "wall". Game sequence doesn't *have* to be breakable at any cost.
@@Case_ That is very much true. That knee high wall is BS. Causes weird progression paths, similar to the case in ds3's archives door.
I just dislike this nonsense BS in the souls games. Wish fromsoft would update or alter them, but I guess they can't be bothered to.
On the topic of #7, I was actually impressed by Forbidden West sequel progression (not losing all her gear in fluke mudslide; that was stupid). Basically all the skills you had to unlock in Zero Dawn were default abilities in FW. Sure Aloy took a 59 level downgrade, but the important level stuff was still there. I wish more sequels did stuff like that
Zero Dawn also has a great excuse for the obviouse handholds, they're Brave Trails hammered into the rock faces by the locals as a way to get around their mountainous home.
Same thing with Jedi Survivor. You start the game with all the basic abilities unlocked, force push, pull and slow, also double jump and wall running
@@gmr9701 Yeah! I did a little happy dance when I realized that
Aloy also still has the endgame armor from Zero Dawn. It just had the batteries finally give out so it no longer provides a forcefield.
@@gmr9701
I was very impressed with how Survivor and Forbidden West didn't nerf the protagonist in between games. Particularly Survivor nailed it, I think. Mass Effect 2 did a good job with the nerfing between games, though. Very understandable reason.
In the Uncharted games (at least in 1 and 2 I haven't played them all yet) I was surprised to see that my companion actually clapped enemies and consequently that made the enemies turn their attention on him/her but they never died it was great.
I finished the third game yesterday and it turns out that yes your companions can still lay enemies down for you and they will not die. I'm assuming the fourth game will be the same.
Uncharted and Last of Us both did a good job of making companions feel worthwhile. Wish other developers would take some notes.
@@Agent2090definitely need to play the 4th. Was prolly my favorite, that or the second
Don't you all just love it when you go to work and have to grab 3 random statues and then place them in a specific position outside your office door, and then use a certain combination to activate just enough power (not too much, not too little) just to open the door to your office?
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I would just turn around and go back home.
Didn’t a log in a Resident Evil game complain about that?
@@pablotomasllodra4423 I think it was the 2 remake.
RPG Logic: One of the strong antagonists are really powerful and strong when you fight them. But when they joining your team or they become ally after defeating them. They are really weak.
Well, you defeated them, with immense damage. For sure they need time for recovery lol.
@@calendar6526 good one bro 👍😂😂
In Tokyo Mirage Sessions one of the guys who eventually becomes a party member one shots your entire team in one move. When you fight him again and he joins you, he somehow becomes much weaker.
Kratos in Tales of Symphonia is another example. Your entire party has trouble taking him down and he usually ends up defeating you. Later on you can take him on with one character and he is much weaker.
@@calendar6526 That guy in Tokyo Mirage Sessions barely got hurt and he one shots your entire team.
This is why in Valkyria Chronicles 4 when they let me field both Selvaria and Crymaria in boss form was a joy I thought wasn't possible. Especally after Selvaria was playable in 2 but was a slightly better scout.
I loved how they handled #7 in Horizon Forbidden West. They actually bring up that all your gear is gone and Aloy explains she had some trouble in her travels and lost all her stuff. It also did a great job with he climbing surfaces since they're mostly invisible until you scan with your focus.
I found the climbing assist needlessly overdone, I'm guessing because they wanted to reduce the challenge in climbing present in Zero Dawn? Though I loved the glider, I hated having to find a path down in ZD after climbing.
I also love that, in Jedi Survivor Cal has all of the main abilities from the first game and then we get more as we progress through the sequel
while i love the game, I think its a horrible way of justifying the loss of equipment, bc she just shrugs it off as "oh btw i lost all my gear, but convenietly kept the starter bow". One game that does it a bit better (but i still think its a bit irritating) is AC: Brotherhood, where you go through an event/mission where you see how you lose all your gear and why it happens.
@@ljubomirjovanovic2666 still makes a ton more sense than all your gear just magically disappearing for no apparent reason. After all, you go out alone in the dangerous wild, it's easy to see how an accident can make you lose all your stuff. And a simple bow would be a lot easier to acquire afterwards from any merchant you happen across than the specialized weapons you purchased and earned throughout the first game.
@@Sciguy95 that is a fair argument. But I also wish game devs would be more daring/experimental when creating sequels, for example they could have made HFW more focused on firearms
I believe that they actually do explain in MGS why Snake can't use enemy weapons. I believe it was explained that enemies use smart guns coded to the soldiers that carry them from what I remember.
Exactly 👏👍 they do this in almost every game.
Nano machines!
Yeah i think that was established in the first mgs too
Correct, it was first said officially in Metal Gear Solid that the guns were some sort of smart gun. It was also a prevalent plot point in MGS4.
@@DocMufasa that gets fixed tho near the beginning of the game tho in mgs4
For Number 7 a good example of a character who never loses powers is Raziel from Soul Reaver. In the sequel he keeps the skills from the previous game and gains more power. Only after Soul Reaver 2 when you start Defiance something happens and ONE of his abilities gets downgraded for story-reasons but the mechanic that comes in place gives some depth to the existing systems... Can be a hit or miss tho.
I could have sworn batman got all his stuff in the next games too in the arkham series.
Number 7 is the reason I love the Legacy of Kain series because in Soul Reaver 2 you start the game with ALL your abilities you unlocked from Soul Reaver 1 and the game just adjusts it's gameplay to account for that and then you unlock new abilities as you play the sequel
For number 7, Baldur's Gate 1 and 2 come to mind as bucking that trend(also one of the earliest series I recall that let you export your character to the sequel), you might not have all the cool gear you acquired by the end of Baldur's gate for the second game, because you know, you were captured and tossed into some mad mage's dungeon/lab and they sold off all your stuff, but you're not starting back from level 1 and you have access to more gear, and better gear too, because higher levels.
Forgotten Realms in general is does that. Neverwinter Nights, you could save your Character and infinitely replay them or export them to the Expansions.
Balder's Gate Dark Alliance, Drizzt and Artemis Entreri come equipped with the Lore Accurate top rank weapons.
I love the setting, haven't brought myself to play the more recent travesty because I've been reading Drizzt for 20 years and I don't want to ruin the concept I have wanted for years.
I always thought the export a character from BG2 xpac and then importing them into the original BG2 exploit was fun. Start BG2 with a crazy high level main character. Was amazing with a monk. Basically made you untouchable and a One Punch Man.
Pre-dating Baldur's Gate was another DnD based game, Eye of the Beholder. In both sequels, you could import your characters and gear from the previous game. I loved that.
I love that sekiro addressed number nine on this list in that you fight Genichiro three times, but the second time you beat him it's revealed that he is not mortal and find out that a special weapon is needed
I found the choice of Zelda being mentioned for point 7 funny as Nitnendo did find a way to make it make sense with the way Tears started and how Link goes from super link with the Master Sword and about 25 hearts to debuffed link without master sword (due to plot reasons) and 3 hearts (due to plot reasons at the start of the game).
Also a bunny being the hardest boss in the game, even more so than the final boss or other superbosses reminds me of the Black Rabite in Trials of mana or the Bunny boss in Dragon's Crown (now that one's crazy and frightening if you've ever seen it lol).
Yeah the "of Mana" games are brutal with the "Black" enemies. In the GBA Sword of Mana it can be pretty ridiculous if you grind specific enemies too much after 1000 kills the enemy will stop spawning and instead spawn a "Black" version
I love how I've never thought of any of the points here but they make absolute sense. And now I can't unsee them because they are absolutely true. This channel is the best ❤
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i feel like i've only seen that done semi-good once and that was in the sqeenix thief game where it's just surfaces covered in birdsh*t, but i stil found it odd that birds only take a dump on THOSE edges and everywhere else was 'clean' compared to that. so far from what i've seen most well done and least visualy intrusive approach and yet a flawed idea.
"Everything is falling appart but man, that door is in great shape!" You had me on the floor with that statement, Falcon.^^
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There's this funny contradiction in GTA online too. During one of the prep missions for Cayo Perico you can hear Pavel say "I managed to get some disguises, it's not like these people wear uniform. Your own mother would think you're a smuggler." But during the heist itself, he says "your disguise is not perfect. If the guards get a good look at you, they will put 2 and 2 together." Like, How is a proper smuggler supposed to be dressed? Your character is literally a criminal, he already looks the part no matter what.
#3 Snake could pick up others guns in MGS4, but they had security locks so you had to go through another step to be able to use them
Codec calls in mgs2 tell you the weapons are ID locked and Raiden/Snake could only use unregistered weapons
Keys are just in places for gameplay collecting purposes. In Resident Evil Village, to get to the factory you need to insert vials onto the hundred years old stone mechanism to raise the bridge from underwater. The vials was only just made yesterday with Rose's body parts in them. And the factotry was still running all this time. So really how do the villagers been traveling to the factory in their normal daily routine?
Yeah. And also, why the hell would you place the vials containing parts your child in the pedestal just to raise a bridge? Unless you're a heartless father, the most sensible thing to do is collect the parts of your daughter (if you really, REALLY want to do it) and bury them in one place.
7. Jedi Survivor. You essentially get to keep all of the powers/gear from Fallen Order, they are either somewhat nerfed, transformed or the game makes up for it by adding new mechanics that require you to explore. I thought it was really well done.
Horizon: Forbidden West did a good job with that as well. I personally don't think they did it as well as Survivor, though
Weirdly the thing that gets me the most is how in games people constantly keep journals, logs or research documents (granted this one actualy makes sense) with great details explaining the lore, timeline of events, the specific weakness of upcoming ennemies and hints or the solution to the next puzzle; all of that in obvious places or ones that are super easy, barely an inconvenience to reach.
Yeah like the original Resident Evil 4 where they leave notes telling us their plans. Not played any remakes so idk if those notes made into RE4R.
I enjoyed the reference.
Number 6 has become far more common because of all of the extra visual noise that exists in detailed environments. It's also why games have been highlighting interactive objects more.
Great example of poking fun at this is the dock area in Divinity: Original Sin. You see a treasure chest behind…a rope stretched across your path. They have some character comments about it - pretty good haha.
The colored climbing points may not make a lot of sense, but as someone who is severely visually impaired, I really appreciate that feature. A lot. Same with any game with a 'survivor sense/detective vision/eagle vision' type mechanic.
For those people who demand 'realism' in the latest Tomb Raider you can turn that off. Or get even more assistance, it's up to you, play it your way.
I liked how in Wasteland if you leveled your strength to absurd levels you could punch through doors and walls. There was one invulnerable door, but it wasn't in an invulnerable wall! XD
In the Murdock flash series(available now on steam as a port, series never finished) You could port your save from one game to the next to keep all your skills and levels(I don't remember if you keep inventory)
Re: Number 7: Neptunia V (being a direct sequel to Neptunia Mk II) made a fun twist on that concept. As is the standard for JRPGs, you see in the tutorial fight that Neptune starts back at level 1, but *Nepgear* is level 10. Neptune immediately objects "Why is my little sister stronger than me?" to which Gear replies to the effect of "You've only been on your lazy butt playing video games."
Lol kratos can't even destroy a barrier made me laugh 😂😂😂
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01:58 They stop trying to make any sense
Number 7 reminds me of how Banjo Tooie managed it. You learn all those moves in Kazooie and when you start Tooie, you still have all the moves from Kazooie AND you learn more moves on top of that. I appreciated it back in the days.
10- I really like it when characters in game reflect about reasons to not go on a certain path. It feels better than straight up invisible walls or unreasonable blockades.
I mean, all they gotta do is be honest and I'll understand.
Beginning my petition to change the number transitions to a darker background so I’m not blinded watching these before bed (even using the lowest brightness on my phone).
Love the videos guys thanks for the daily content
Thanks for your feedback
It's funny you mention how characters will do badass stuff in cutscenes, but appear weak during gameplay, because the Yakuza series does the exact opposite. In cutscenes Kiryu will try avoiding gunfire by hiding behind cover and whatnot, but during gameplay he can shrug off hundreds of bullets and still remain standing.
Yeah I agree. I see that way around a lot more often. Maybe it's the kind of games I play.
THIS!!!
When Falcon made that point I immediately remembered the contrary and imo most egregious example for this trope. The calypso twins in Borderlands 3. The accomplish literally nothing outside of cutscenes, are always the most obnoxious and loudmouthed people around and when you finally get to fight them, they’re honestly just weak. If you compare that to Jack from BL2 he wasn’t even about being the toughest guy around and his fight was (at least for the first playthrough) still more of a challenge than Troy or Tyreen.
Remember that time in y5? Man destroys 100 tojo clan men and dodged missiles and then proceed to get gravely injured by gunshot by morinaga
Those arent the only games that do that.
For number 9, i tend to imagien it more as that character having more hp and/or abilities that they haven't shown yet. The hp that we see is how much they have to end this fight, but often times, during a rematch, they have more than 2x the amount of hp that they had before. Sometimes far more.
So really, its just them going easy on us
Related to #10 is environmental interaction. Either you can interact (pick up, move, store, destroy) everything in the game's environment (Skyrim, Fallout, Witcher) or you can only interact with a very few particular items and everything else becomes immovable and indestructible no matter the size (Bioshock). I can't count the number of times an empty box or cabinet drawer has forced me to take a longer, more dangerous route simply because I couldn't move the darn box.
It's true about moving stuff out of the way (it's akin to immovable barriers and doors). About picking up stuff, we have to consider the character has always some built-in agency, so it's possible they'd refuse to pick up stuff they don't think it's worth picking up - with the result that some items don't even give you the option to do it. Adventure games have used that justification since forever.
You guys always deliver! Love comin home and watchin the newest gameranx vid after work.
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In defence of #5 specifically Deus ex, MC had suffered a great trauma, so much so like 60% of his body was cut off and replaced by prostetics. And he only got a few month to get used to them. Game makes clear that by the start of the game you barely got to a point of your stuff working but you are so driven by wanting to find the bad guys behind the atack + being half bored of sitting on your ass you jumped early from recovery.
In 2nd game simmilar deal he got blown into ocean, and while recovering he got even more implants, instaled which game explains as a wery bad instal progres (the medic literaly sais its shoddy job, half of things just welded to already existing stuff)
My point is: if it has good explanation i dont mind it, but if its akin to "You tripped over a rock and all of you gear fel into a pit", then WTF game
Am I the only one who finds gameranx a “comfort show”? Like I turn on a gameranx video just to have it play in the background while I clean or cook 😂 idk man but I enjoy em
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haha I do this as well. I'll put them on when I'm doin work from home all the time.
likewise, reminds me of telecast gaming cable channels back then, or the feel good list similar to watchmojo.
For numbers 6 and 7, I thought Horizon Forbidden West did a good job as a sequel game. The first game had the aforementioned "painted" climbing handholds but the sequel took them away and instead highlights climbable handholds when using your focus which makes sense for the in game logic of focus scanning. For starting at square one with items or levels, you start off already with several abilities that needed to be unlocked in the first game like doing a stealth strike and overriding a Charger but Aloy explains at the beginning that all she has is a bow because her other items got lost in various off screen conflicts.
#8 - Resident Evil 2 has a great explanation for why everything is a puzzle; the police chief is an eccentric. There's even a note where you learn this because the guy is being called out as crazy.
What also doesn’t make sense is how sometimes your character cannot go prone or even crouch sometimes. Yet half the time this occurs is in an action or stealth game where you would expect that to be a basic ability that anyone could do.
For number 7, I love that the Dishonored's 2nd DLC (with Daud) lets you keep your weapons and the abilities you unlocked in the 1st one. I was surprised but oh so happy to see that!!
And at number 5, one example of a dumb thing that needs to be taught to you is in Oldschool Runescape, where you need to have a barbarian teach you how to smash an empty vial. Because I clearly didn't know that glass shatters when hit hard enough or just thrown on the ground.. 😅
Anyways, I love your videos, keep up the great work!! You guys are awesome!!
In terms of characters losing equipment between games, Ys IX has a fun reference to this when Adol is being interrogated and scolded for losing innumerable numbers of ultimate weapons and legendary objects from all over the world on a regular basis. Ys 8 also does a fairly good job of explaining why the main character cant keep all of his equipment what with him getting in a shipwreck and losing his legendary gear you actually get to use in the first battle.
A game that indicated points of interest in an cool way was Deathloop. Little memories that would pop up from previous loops made sense with the story without having to color code. Outer Wilds as well
Number 7, Aloy says at the start of Horizon Forbidden West that she lost all her equipment when she ran into some trouble while out journeying. So the devs did well to put that in.
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Don’t forget she also lost the ability to whistle 😂
In good game design they could have you retain your items but they are ineffective against the new enemies you face. Or at least not as good as the stuff you find.
@@TheJayman760 I mean, it made sense in the game. She had to go through a grueling journey to get to where she was at the beginning of Forbidden West. She also couldn't stop due to dire circumstances, so she couldn't go to a town to resupply or repair her gear.
@@TheJayman760 Yeah this is, for me too, the ideal scenario. This or the "level" of the enemies increase so you still need new equipments.
7:24 I remember grinding my ass off for hours in Assassin's Creed 2 to get the black Altair armour, you know all those tombs and stuff. I was actually very happy when the next game (Brotherhood) started with Ezio wearing that armour with Max stats, but then 5 minutes into the game he decides to take a bath and the armour gets destroyed 💀
Number 2 gave me an idea for a future video - A list of the most actually useful/powerful companions in video games. "God Mode" Garrus from Mass Effect 3 is a good example.
I find it funny how so many people Garrus is amazing for, but as awesome as he is was always a bad companion for me. And Ashley was the god mode in 3.
Number 2 is so prevalent that I'm always shocked when its not the case. The most recent example for me funny enough was when I was playing DBZ Kakarot. One of the characters I had added to my group basically one shot an enemy because I had over-leveled them previously.
I always found it to be the other way around for DMC, Bayonetta and MGR actually. Once in control, you could actually do way crazier and cooler stunts than those in cutscenes. Of course, they did demand a decent understanding of mechanics and what can cancel into what to get there.
The video honestly muddles the topic by making it about player skill instead of just leaving it at the cutscene portrayal of a character being far beyond what the gameplay portrayal would imply is possible. Which itself bleeds into other topics on the list.
In the same vein as #2 - when NPC allies are undetectable as long as you're hidden. Like in stealth sections where you have a companion (looking at you, Naughty Dog) and you're sneaking around avoiding enemy sightlines but your pal is just running around everywhere, invisible to all enemies right until your player character gets detected, and suddenly your buddy becomes a bullet sponge
I like when they do this while also giving you advice. Stuff like "that's it, nice and quiet..." or "careful, they might notice you" etc etc, meanwhile they're basically clipping through the barrel of an enemy's gun.
The concept I always found amusing is gear in game worlds that don’t have supernatural forces, like magic, that give you buffs. Like, buy this gun and you suddenly deal x% more damage to x enemy type, no training required!
The new Tears of the Kingdom trailer actually counters what you’ve said by literally showing us Link having his arm cut off
Game: "you can't jump over this waist high wall"
Me: "well that's a load of bollocks right there"
About Number 9: I don't usually equate a 'Health' bar with their actual health sometimes... it's more of a... 'progress of the fight' bar. But that's just me.
A "likelihood that I'm f***ed" gauge, if you will...
For number 8 I've got a funny story for that one. In splinter cell conviction there's s really badass moment where sam fischer shows up at third echelon and blows up something outside while saying the line "the name's fischer, i used to work here" in response to the receptionist. Well on my first playthrough i watched this cutscene before leaping over a piece of cover and getting riddled with bullets from the now alert guards, yeah turns out blowing shit up get's you noticed.
'It sure is nice that someone came out and painted all the climbable walls for you' Ha ha ha I love Falcon's way with words, entertainment gold :)
"Just make this PALM SHOT."
Number 1: quick time events. Especially if pressing the X button makes a total badass move that could have been also controlled via sticks or other combined action.
Asura's Wrath was a great game that had a TON of QTEs but used all of the buttons in a way that felt like it worked in the context of the game. They seriously need to port that to PS4/5...
In reference to number seven, Star Wars Jedi series did surprise me by letting us keep all of his abilities and gear from the first game. They just added more for you to discover
as for the bosses who get back up after you defeat them. I was always annoyed at first, but then started thinking of their "health" bar as more of a progress bar. So I got the progress bar down all the way for this phase before the boss moves onto the next phase. They could definitely work on telegraphing it better rather than rely on you to come to that conclusion
Or stamina for that form. It gets lower, they get more serious so they dont lose (extra phase fights). I guess it could be annoyance bar for those you get down to 0 then they wreck you.
These videos have become part of my daily routine thank you for always uploading consistent & great content 🎮
In the recent Jedi Survivor, you start with everything you had in the previous game, and unlock more, newer skills to progress now.
The two big for me is 1- when you unlock an impenetrable gate and there are enemies waiting for you (and I’m not talking about “indigenous people who could have lived there before) and 2- the puzzles that are only puzzles because the environment is weathered. Particularly in games like Uncharted. Getting to the McMuffin is extremely difficult because you need to climb and parcour the ruins, but 100 years earlier you would just have had to walk up to it.
This takes me way back to Zelda ocarina of time starting with basic weapons, wooden sword and shield and was so happy to progress to a sling shot but then the metal sword I eventually got would break during battle, good times
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The Kokiri and Master swords in OOT are legendary magic swords. The Giant's Knife is a shoddy product by a questionable Goron.
You can get an unbreakable version of the Giant's Knife, actually. You need to do the entire adult trading quest (starting in Kakariko with Anzu as an adult) and do a couple timed fetch quests to do it though.
@@Gulyus That's a Biggoron Sword.
@@Gulyus I know that. I've done that side quest more than once.
#7 is so real…Metroid has at times explained the loss of abilities, but then Samus is able to get back the same skills she just loss. Like, how many morph ball power-ups are there in the universe?
I’m curious how FF7 Rebirth will handle this circumstance.
9. Theoretically they could make the healthbar for bosses "stronger" (because they have a set timeframe for the fight) and end at 20% to have the cutscene but really it's progress bar rather than a health bar. Though since it would take more dmg for each portion of the health bar it would lessen the feel of progress and I think it would be more infuriating if the bossfights ends with the boss having a bunch of health still there (you'd want the bar to go down to 0 no matter the result)
With Dante and Bayonetta, I've always felt like the delta between your gameplay and the cutscenes is part of the challenge. It's like in the "actual" story, they were unstoppable and basically untouchable the whole time. Your challenge is to get good enough to play it out that way. Like, you haven't actually beaten those games until you can complete them on the hardest difficulty setting without taking a hit.
Good one!
This accept in games like Halo or Doom for me
Ninja Gaiden is similar. Absolute badass in cutscenes, whatever skill level the player is in gameplay (usually not great). For your last sentence, dont most DMC games have a difficulty where you die in one hit (shouldnt matter given how many hits Dante sponges in cutscenes anyway though)?
@@jaredcrabb I love Ninja Gaiden! And yes, I think you're correct about that. :)
from what i understand, Snake not being able to pickup guns from soldiers was written into the lore. The guns have a build in security feature that wont let anyone fire the gun except who the gun is registered to (using nanites). thats why snake had to find guns that were not used by anyone(unregistered) THEN he could use them.
For #4, the mansion in Resident Evil was canonically designed as an escape room-style puzzle house for guests of the Spencer family. That gives a story reason for the puzzle elements.
You can make like 4 more videos of this concept and it'll be entertaining all the way through
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Interested to hear about your take on TOTK now that we know that it DOES make sense that he's missing things... because his sword was damaged and lost, and he's quite literally in a different timeline than before (right?) this stuff annoys me so bad, and I was even more annoyed that the world in TOTK had subtle changes but then realizing that Zelda going back in time had a sort of butterfly effect and so the world is largely the same but many aspects are different was kind of low key brilliant
One of the dumbest concepts I experienced, were these comeback missions, where the main character literally forgets everything and you can build him up all over again. But i do also think that this concept, if done right, has huge potential 🔥 thanks for the video gameranx
reminds me of the "subsistence" missions in MGS5.
you have to re-do an earlier mission, but start with NO equipment but Fulton balloons.
crappy filler missions...
i like the way river city girls 2 did it where u get expelled from school and go "fuck it" and just play video games on the couch for 2 months leading to your character deteriorating and having to train to get their gainz back plus relearning their fighting moves