We love video games, and games have advanced to an incredible degree. On a sheer technical level, games are better than ever. Open world games, new mechanics and ideas, all of them combine to make some great, immersive experiences.
But that doesn’t mean they’re perfect. While reviewing our Game of the Year contenders, certain problems popped out at us over and over and over again, moments that are incredibly frustrating because they’re so simple to solve and so obvious to anybody playing the game you wonder what’s going on.
So, here are five problems we found, and a few suggestions on how to fix them.
#5) Forced Tutorials
We get that you need to go over with us how the controls work, and a tutorial level is a nice thing to do. It lets even experienced gamers get a feel for the engine. But for the love of God, do we really have to go through an entire mission where the entire goal is to get us used to something that we probably won’t use?
The worst offender this year was “Batman: Arkham City”. Didn’t have practice using the glide function? Enjoy slamming into walls during one level. Haven’t used a lot of Takedowns? That’s OK, here’s a boss fight where you have to use five different ones to get on with the story! To be fair, “Arkham City” isn’t nearly as frustrating as the games of yesteryear; you don’t have to commit five minutes of twists and turns to muscle memory. Still, hasn’t the art form gotten beyond this?
#4) Unnecessary Mechanics
Here’s a question for you: how many times have you been introduced to a mechanic in a game, had to learn how to use it, and then never bothered with it again or only used it when the game absolutely forced you to?
A lot, right? This is painfully common, even today. A great example is the by-now absolutely bog-standard bullet time mechanic. Lots of games have this even when it’s absolutely unnecessary to actually finish the game. Yes, it’s cool, and it can even be useful, but most of the time, it’s optional at best and an active annoyance at worst.
#3) Mechanic Overdose
If you ever want to flash back to the painful, unresponsive controls of the ’90s, it’s easy: fire up “Saints Row the Third”, jump in a helicopter, and try to fly with any sort of real precision. There’s the sludgy response and difficult physics we tried to forget from the PSone era!
Flight mechanics in general are a mess outside of flight simulators: it’s an abject lesson in what happens when you try to transfer joystick controls to gamepads. But more often than not these days, developers bite off more than they can chew. Part of the problem with “Saints Row the Third” is that the graphics engine goes crazy. Maybe you just shouldn’t have had the helicopters, guys?




how about the “hey listen, theres an enemy up ahead, kill it!” dialog that comes up, there should be a way to turn that shit off and just let me play and learn the level and whats going on in the game without a little pop up tutorial with every step I take
There should be a “yeah duh, my saves got corrupted and and I had to start over, I don’t need my hand held, let me opt the fuck out of this shitty tutorial” button. You would think it would be escape…
Mechanic Overdose
YES! This is the reason I love GTA 3 and GTA Vice City over GTA 4. I don’t want the driving physics to be identical to real life. I like holding a 90 degree turn at 75 miles and hour and not spinning out or hitting the curb and sending me airbourne.
Note to GTA 5 developers, let me feel like the greatest driver in the world again without have to orchestrate a perfect synphony of timing and button mashing!
I agree totally. ‘Dead Island’ was terrible for this. Too much information that my character would NEVER KNOW was shown to me. How would my character know how much money is on a dead zombie if I hadn’t checked it? How would they know how many hit points or STAMINA an attacking zombie has? HUD INFORMATION OVERLOAD. There were a few spots that would have been great scares… if I hadn’t seen numbers shooting up behind the fire indicating a zombie was there waiting for me and taking damage.
How about online features matching offline features. The online Franchise game mode in Madden (are we allowed to talk about sports games here?) has so few features, it’s almost not fun to play.
If every action game’s driving sequences had the physics of Ridge Racer, Desert Strike, or Jackal (depending on the vehicle), they would all improve.
Agreed. Ridge Racer wasn’t realistic driving. It was fun. In the 90′s I played arcade racers just as much as gran turismo. Just depended on what I was in the mood for.
I don’t remember any of that in Arkham City but I did go into the options when I started to turn tutorials off.
Think the Ra’s Ah Ghul level. Gliding was an OK way to get around…and suddenly you have to nail it for at least a few twists and turns.
@Seitz The Ra’s al Ghul level wasn’t difficult at all. You didn’t need to “nail” the gliding dips and rises, you were given pretty generous leeway. All you had to do was know how to use the dive move to gain more altitude… which you should be using throughout the game anyways, since that’s how you get around Arkham City quickly.
I’d also be thrilled if FPS games would abandon the endlessly spawning enemies closet until you move to point x mechanic. It completely removes any strategy from the game and turns it into a Rambo movie.