[Falcon] No game is perfect.
There’s always something that is annoying.
Like the weapon durability in Breath of the Wild,the long grind to the true ending in Arkham Knight.
And sometimes you just
gotta sweat the small stuff.
Hi folks, it’s Falcon.
And today on Gameranx,
10 incredibly minor things
in games that piss us off.
Starting off with number 10,
it’s connecting online
in single-player games.
Like the convenience of the
internet has a downside.
More and more games out
there want you to connect
to the internet while you play.
But we’re not talking
about requirements here,
we’re more talking about
the minor annoyances.
Like waiting for games to
connect to the internet
when you are just going
to play single-player.
And yes, this is a situation
where, for the most part,
the actual reason it’s connected
to the internet, allegedly,
is to make saving easier
and stuff like that,
make it so you don’t lose
your game at any point.
But they’re also kind of making sure
you’re not pirating the game
or cheating in some way.
I mean, it’s less that way
on consoles, but still.
I mean the Division series,
and another notorious one
was Watch Dogs: Legion.
These were Ubisoft games,
that’s the common feature here.
But when Watch Dogs: Legion came out,
it didn’t even have
online features at all.
It just connected to the
internet for whatever reason
and well, that’s totally unnecessary.
These games were playable
offline just fine.
So why not not screw it up?
It might sound like a minor gripe,
but that five to 20 seconds
of waiting can really
seem like a long time.
At number nine, waiting
around to talk to an NPC.
Speaking of waiting,
this is another pretty constant annoyance
that you see in a lot of Bethesda RPGs,
Fallout 3 and 4, and
even way back to Skyrim.
They all have NPCs that follow schedules
in their day-to-day lives.
Like at night, they go to bed.
During the day, they go to their day job.
It’s cool, like when you think about it.
And let’s say you’re a thief,
it gives you some really good options
to mess around with these people.
Like you can sneak in during
the day to rob them blind,
or drink their blood at night
because you’re a vampire
and you need their blood at night.
Don’t do it during the
day, they’re at their job.
But there’s a downside.
Sometimes they wander around,
just kind of doing whatever
and you need to talk to
them for whatever reason,
be it a mission,
or they have something
that you need, whatever.
And sometimes you’re just like having
to constantly press the wait button,
meaning jumping ahead an hour in time
because that NPC just is not showing up.
Like they’re off somewhere frolicking
in a field or something. I
don’t know. It’s annoying.
And at number eight, having to spend money
or use items to save.
I don’t know why this was something
that people thought was important.
Like it’s not a really particularly good
difficulty adjustment.
And at no point has it
ever really made any sense
for there not to be unlimited saves
or at least the ability to save
an unlimited number of times
within a limited number of slots.
And some developers clearly view us
as spoiled brats for this reason.
Like a lot of games from
the Resident Evil series,
for instance, require ink ribbons to save
and you only find a
limited amount of those
during the course of the game.
And then there’s games
like Donkey Kong Country
where you actually have
to pay gold coins to save.
That means you have to go
out and collect gold coins
and pay to save the game.
Thankfully, this hasn’t really ever been
like a microtransaction-oriented thing
because I think that would
make people pretty mad.
But the practice hasn’t exactly gone away.
The Resident Evil 2
remake has a classic mode
that reintroduces ink ribbons
and they are, again, a limited resource.
Another hardcore game
from not that long ago,
Kingdom Come: Deliverance
keeps this, well,
fairly annoying tradition alive.
When that game released,
in order to save anywhere,
you had to drink saviour schnapps,
which was obviously
something you had to acquire.
And in a game that’s as
hardcore as Kingdom Come,
you kind of want to be able
to save as often as possible.
At number seven is any
RPG with a luck stat.
Out of all the stats,
luck is the least defined.
Will it increase your
chances of dodging attacks?
Will it improve your critical hits?
Will it cause more items to
drop from loot containers?
Or will it do basically nothing?
The luck stat always pisses us off
just because it’s the one
we really don’t know what to do with.
Like luck appears years
in games like Wasteland 3.
But thankfully that gives you
special perks as you level up,
explaining exactly what
benefits you’ll get from luck.
But other games, like Demon Souls,
aren’t really exactly forthcoming.
And then there’s a game,
you go back a little ways, to Morrowind,
and it has luck, but it’s
such an obscure thing.
Most players have no idea
how to level a stat up,
what it does, how to practice it.
I don’t know, and it pisses me off.
At number six is loading
after swapping characters.
Here’s an annoyance that,
I think for the most part,
is slowly going to be phased
out thanks to SSD drives.
Like it’s becoming pretty
instantaneous on consoles.
So the long load time might
be a thing of the past,
but it’s still really annoys us
whenever it appears in some games.
Like go back to Assassin’s
Creed Odyssey and Origins,
they include this eagle companion
and if he strays too far away from you,
you have to settle in for some loading
when you swap back to the
assassin, which feels dumb.
It feels like there’s gotta
be some way to avoid that.
The same problem persisted in another game
not long ago in Watch Dogs: Legion,
which is a game that is basically
about swapping characters.
Even games like Grand Theft
Auto 5 have some issues
with character swapping.
Instead of driving around
in tricked out super cars you’ve unlocked,
they appear in crappy basic models.
And if we’re going really far back,
the few seconds it
takes to swap characters
in Castlevania 3 is fairly
nerve-racking actually.
At number five is hidden loading screens.
The era of slow walking
while talking on the radio
is hopefully almost over with,
like what I said earlier, the SSD drives.
But this was a widespread
phenomenon that’s mostly due
to the slow loading of Unreal Engine 3,
the version of Unreal
that was most prominent
during the PS3 and Xbox 360 era.
Every game with this engine features tons
of very slow walking, like
opening shutters with allies
or boosting friends up over ledges,
purely to mask load times.
Like ridiculous close quarters walking,
like passing through a tiny little area
where your character turns to the side
and tiptoes basically.
Like every single Gears of War game
features some really
annoying little activities
and rip offs like 50 Cent:
Blood on the Sand also do that.
The original Mass Effect is a heavy hitter
when it comes to this.
Although they didn’t really
do anything to make it seem
like you weren’t on a loading screen.
‘Cause you would be on
these long elevator rides,
and it wouldn’t say “Loading.”
But like you would say to yourself,
“It’s loading in this elevator,
that’s what’s going on”
Hell, even the Uncharted
games have a bunch
of slowly pushing open
doors, turning cranks,
or pausing to watch a cut scene.
I mean, I do actually
kind of like cut scenes
to mask loading time. At
least something’s happening.
And at number four,
when character customization
is super clunky.
Like I love character customization games.
I can spend hours on them,
slowly tweaking little values
until I’ve got the perfect look.
But some games make that
straight up impossible.
Games like Anthem,
which has a slew of its
own problems beyond this,
and Destiny, which is
actually a pretty good game.
Both have really bare minimum options
to make your character look unique.
Everyone really might as
well be a generic model,
once you equip gear that
covers you up anyways.
And then there’s games
that are just way too much,
like far too fiddly.
Among all of the other
problems that WWE 2K20 had,
when designing a wrestler,
no matter how many sliders you adjust,
the character pretty
much always looks bad.
Same goes for open world games,
like Fallout 3 and Oblivion.
Some sliders affect other sliders.
Like you mess with a jaw slider,
suddenly the head slider’s all wonky.
Fallout 4 at least improved
on this front a bit.
Like pretty much every character
creator that’s like this
makes you wish that they would just adapt
the Sims 4 character
creation for everything.
At number three is no crouch sneak mode.
Splinter Cell introduced the
world to the crouch walk.
It’s the default sneak mode in games,
and it took way too long for other games
to adopt the best movement
mode in gaming history.
Like it took until Assassin’s Creed Unity
before that stealth series
touched on the crouching sneak.
And Metal Gear Solid didn’t
get crouching movement
until Peace Walker.
Before the crouch walk, you
just had a lumber around
like the world’s biggest
barely mobile secret agent.
Other games had crouch movement,
but it was basically useless.
I’m looking at you Hitman.
From Hitman 2 to Hitman: Blood Money,
your crouch is so ridiculously slow
that it’s useless for
sneaking up on an enemy.
But crouch sneaking quickly
became a staple of FPS games,
probably just that you didn’t have
to animate anything extra.
And at number two,
floaty ladders of death.
Ladders are gonna be a
problem until the end of time.
They’re getting better in games.
Like Alien: Isolation kind of lock you in
so you climb ladders safely,
but that is not every game.
Going back to Death Stranding,
ladders become breakable
under heavy weight.
Or if your placement isn’t
exactly right, they’ll just slip.
But we’re not talking about okay ladders
or ones with unique mechanics
like Death Stranding,
we’re talking about the
dark age of ladders,
like the original Half-Life, Doom 3,
and a bunch of other FPS games,
that made ladders the most
dangerous traversal method
on the planet.
Instead of climbing up and down ladders,
you float and hopefully don’t slip off.
And finally at number one,
when you can’t just restart a checkpoint.
Even awesome games have this mistake.
PlatinumGames developed
hardcore action games
that let you score every battle you’re in.
Sometimes you’ll mess up.
You want to try again for better ranking.
But Platinum makes simply
reloading checkpoints impossible
in lots their games.
You have to exit to the
main menu then continue
instead of simply reloading
from the pause screen.
Bayonetta and Wonderful 101
have this incredibly annoying oversight
because those are both awesome games.
And some of us have a sick compulsion
to earn perfect platinum rank
in every enemy encounter.
And for plenty of games,
that wouldn’t be an issue.
Nobody needs to reload saves
constantly in a Mario game.
But in Platinum games,
of course I’d like to give
those encounters a second try.
That’s all for today.
Leave us a comment. Let
us know what you think.
If you like this video, click Like.
If you’re not subscribed,
now is a great time to do so.
We upload brand new videos
every day of the week.
Best way to see them first
is, of course, a subscription.
So click Subscribe.
Don’t forget to enable all notifications.
And as always, thank you very
much for watching this video.
I’m Falcon. You can follow
me on Twitter @FalconTheHero.
We’ll see you next time
right here on Gameranx.
10 incredibly minor things in games that piss us off
[Falcon] No game is perfect.
There’s always something that is annoying.
Like the weapon durability in Breath of the Wild,the long grind to the true ending in Arkham Knight.
And sometimes you just
gotta sweat the small stuff.
Hi folks, it’s Falcon.
And today on Gameranx,
10 incredibly minor things
in games that piss us off.
Starting off with number 10,
it’s connecting online
in single-player games.
Like the convenience of the
internet has a downside.
More and more games out
there want you to connect
to the internet while you play.
But we’re not talking
about requirements here,
we’re more talking about
the minor annoyances.
Like waiting for games to
connect to the internet
when you are just going
to play single-player.
And yes, this is a situation
where, for the most part,
the actual reason it’s connected
to the internet, allegedly,
is to make saving easier
and stuff like that,
make it so you don’t lose
your game at any point.
But they’re also kind of making sure
you’re not pirating the game
or cheating in some way.
I mean, it’s less that way
on consoles, but still.
I mean the Division series,
and another notorious one
was Watch Dogs: Legion.
These were Ubisoft games,
that’s the common feature here.
But when Watch Dogs: Legion came out,
it didn’t even have
online features at all.
It just connected to the
internet for whatever reason
and well, that’s totally unnecessary.
These games were playable
offline just fine.
So why not not screw it up?
It might sound like a minor gripe,
but that five to 20 seconds
of waiting can really
seem like a long time.
At number nine, waiting
around to talk to an NPC.
Speaking of waiting,
this is another pretty constant annoyance
that you see in a lot of Bethesda RPGs,
Fallout 3 and 4, and
even way back to Skyrim.
They all have NPCs that follow schedules
in their day-to-day lives.
Like at night, they go to bed.
During the day, they go to their day job.
It’s cool, like when you think about it.
And let’s say you’re a thief,
it gives you some really good options
to mess around with these people.
Like you can sneak in during
the day to rob them blind,
or drink their blood at night
because you’re a vampire
and you need their blood at night.
Don’t do it during the
day, they’re at their job.
But there’s a downside.
Sometimes they wander around,
just kind of doing whatever
and you need to talk to
them for whatever reason,
be it a mission,
or they have something
that you need, whatever.
And sometimes you’re just like having
to constantly press the wait button,
meaning jumping ahead an hour in time
because that NPC just is not showing up.
Like they’re off somewhere frolicking
in a field or something. I
don’t know. It’s annoying.
And at number eight, having to spend money
or use items to save.
I don’t know why this was something
that people thought was important.
Like it’s not a really particularly good
difficulty adjustment.
And at no point has it
ever really made any sense
for there not to be unlimited saves
or at least the ability to save
an unlimited number of times
within a limited number of slots.
And some developers clearly view us
as spoiled brats for this reason.
Like a lot of games from
the Resident Evil series,
for instance, require ink ribbons to save
and you only find a
limited amount of those
during the course of the game.
And then there’s games
like Donkey Kong Country
where you actually have
to pay gold coins to save.
That means you have to go
out and collect gold coins
and pay to save the game.
Thankfully, this hasn’t really ever been
like a microtransaction-oriented thing
because I think that would
make people pretty mad.
But the practice hasn’t exactly gone away.
The Resident Evil 2
remake has a classic mode
that reintroduces ink ribbons
and they are, again, a limited resource.
Another hardcore game
from not that long ago,
Kingdom Come: Deliverance
keeps this, well,
fairly annoying tradition alive.
When that game released,
in order to save anywhere,
you had to drink saviour schnapps,
which was obviously
something you had to acquire.
And in a game that’s as
hardcore as Kingdom Come,
you kind of want to be able
to save as often as possible.
At number seven is any
RPG with a luck stat.
Out of all the stats,
luck is the least defined.
Will it increase your
chances of dodging attacks?
Will it improve your critical hits?
Will it cause more items to
drop from loot containers?
Or will it do basically nothing?
The luck stat always pisses us off
just because it’s the one
we really don’t know what to do with.
Like luck appears years
in games like Wasteland 3.
But thankfully that gives you
special perks as you level up,
explaining exactly what
benefits you’ll get from luck.
But other games, like Demon Souls,
aren’t really exactly forthcoming.
And then there’s a game,
you go back a little ways, to Morrowind,
and it has luck, but it’s
such an obscure thing.
Most players have no idea
how to level a stat up,
what it does, how to practice it.
I don’t know, and it pisses me off.
At number six is loading
after swapping characters.
Here’s an annoyance that,
I think for the most part,
is slowly going to be phased
out thanks to SSD drives.
Like it’s becoming pretty
instantaneous on consoles.
So the long load time might
be a thing of the past,
but it’s still really annoys us
whenever it appears in some games.
Like go back to Assassin’s
Creed Odyssey and Origins,
they include this eagle companion
and if he strays too far away from you,
you have to settle in for some loading
when you swap back to the
assassin, which feels dumb.
It feels like there’s gotta
be some way to avoid that.
The same problem persisted in another game
not long ago in Watch Dogs: Legion,
which is a game that is basically
about swapping characters.
Even games like Grand Theft
Auto 5 have some issues
with character swapping.
Instead of driving around
in tricked out super cars you’ve unlocked,
they appear in crappy basic models.
And if we’re going really far back,
the few seconds it
takes to swap characters
in Castlevania 3 is fairly
nerve-racking actually.
At number five is hidden loading screens.
The era of slow walking
while talking on the radio
is hopefully almost over with,
like what I said earlier, the SSD drives.
But this was a widespread
phenomenon that’s mostly due
to the slow loading of Unreal Engine 3,
the version of Unreal
that was most prominent
during the PS3 and Xbox 360 era.
Every game with this engine features tons
of very slow walking, like
opening shutters with allies
or boosting friends up over ledges,
purely to mask load times.
Like ridiculous close quarters walking,
like passing through a tiny little area
where your character turns to the side
and tiptoes basically.
Like every single Gears of War game
features some really
annoying little activities
and rip offs like 50 Cent:
Blood on the Sand also do that.
The original Mass Effect is a heavy hitter
when it comes to this.
Although they didn’t really
do anything to make it seem
like you weren’t on a loading screen.
‘Cause you would be on
these long elevator rides,
and it wouldn’t say “Loading.”
But like you would say to yourself,
“It’s loading in this elevator,
that’s what’s going on”
Hell, even the Uncharted
games have a bunch
of slowly pushing open
doors, turning cranks,
or pausing to watch a cut scene.
I mean, I do actually
kind of like cut scenes
to mask loading time. At
least something’s happening.
And at number four,
when character customization
is super clunky.
Like I love character customization games.
I can spend hours on them,
slowly tweaking little values
until I’ve got the perfect look.
But some games make that
straight up impossible.
Games like Anthem,
which has a slew of its
own problems beyond this,
and Destiny, which is
actually a pretty good game.
Both have really bare minimum options
to make your character look unique.
Everyone really might as
well be a generic model,
once you equip gear that
covers you up anyways.
And then there’s games
that are just way too much,
like far too fiddly.
Among all of the other
problems that WWE 2K20 had,
when designing a wrestler,
no matter how many sliders you adjust,
the character pretty
much always looks bad.
Same goes for open world games,
like Fallout 3 and Oblivion.
Some sliders affect other sliders.
Like you mess with a jaw slider,
suddenly the head slider’s all wonky.
Fallout 4 at least improved
on this front a bit.
Like pretty much every character
creator that’s like this
makes you wish that they would just adapt
the Sims 4 character
creation for everything.
At number three is no crouch sneak mode.
Splinter Cell introduced the
world to the crouch walk.
It’s the default sneak mode in games,
and it took way too long for other games
to adopt the best movement
mode in gaming history.
Like it took until Assassin’s Creed Unity
before that stealth series
touched on the crouching sneak.
And Metal Gear Solid didn’t
get crouching movement
until Peace Walker.
Before the crouch walk, you
just had a lumber around
like the world’s biggest
barely mobile secret agent.
Other games had crouch movement,
but it was basically useless.
I’m looking at you Hitman.
From Hitman 2 to Hitman: Blood Money,
your crouch is so ridiculously slow
that it’s useless for
sneaking up on an enemy.
But crouch sneaking quickly
became a staple of FPS games,
probably just that you didn’t have
to animate anything extra.
And at number two,
floaty ladders of death.
Ladders are gonna be a
problem until the end of time.
They’re getting better in games.
Like Alien: Isolation kind of lock you in
so you climb ladders safely,
but that is not every game.
Going back to Death Stranding,
ladders become breakable
under heavy weight.
Or if your placement isn’t
exactly right, they’ll just slip.
But we’re not talking about okay ladders
or ones with unique mechanics
like Death Stranding,
we’re talking about the
dark age of ladders,
like the original Half-Life, Doom 3,
and a bunch of other FPS games,
that made ladders the most
dangerous traversal method
on the planet.
Instead of climbing up and down ladders,
you float and hopefully don’t slip off.
And finally at number one,
when you can’t just restart a checkpoint.
Even awesome games have this mistake.
PlatinumGames developed
hardcore action games
that let you score every battle you’re in.
Sometimes you’ll mess up.
You want to try again for better ranking.
But Platinum makes simply
reloading checkpoints impossible
in lots their games.
You have to exit to the
main menu then continue
instead of simply reloading
from the pause screen.
Bayonetta and Wonderful 101
have this incredibly annoying oversight
because those are both awesome games.
And some of us have a sick compulsion
to earn perfect platinum rank
in every enemy encounter.
And for plenty of games,
that wouldn’t be an issue.
Nobody needs to reload saves
constantly in a Mario game.
But in Platinum games,
of course I’d like to give
those encounters a second try.
That’s all for today.
Leave us a comment. Let
us know what you think.
If you like this video, click Like.
If you’re not subscribed,
now is a great time to do so.
We upload brand new videos
every day of the week.
Best way to see them first
is, of course, a subscription.
So click Subscribe.
Don’t forget to enable all notifications.
And as always, thank you very
much for watching this video.
I’m Falcon. You can follow
me on Twitter @FalconTheHero.
We’ll see you next time
right here on Gameranx.
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