Most annoying level themes

Of the Tabletop, and other, lesser varieties.

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Clumpy
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Re: Most annoying level themes

Postby Clumpy » Thu Nov 20, 2008 11:57 pm UTC

Just keep in mind that it plays a sound effect if you followed the proper path, making it much easier. It's still too hard a puzzle for children, and unintuitive besides. I thought "The Lost Levels" was awesome, if only because it was so @#($ difficult I felt very proud when I finished it.

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Re: Most annoying level themes

Postby fishyfish777 » Fri Nov 21, 2008 12:26 am UTC

The "Bad place" themes in loco roco.


Loco roco music in general except the yellow blob.


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Re: Most annoying level themes

Postby Klapaucius » Fri Nov 21, 2008 12:26 am UTC

Clumpy wrote:Just keep in mind that it plays a sound effect if you followed the proper path, making it much easier. It's still too hard a puzzle for children, and unintuitive besides. I thought "The Lost Levels" was awesome, if only because it was so @#($ difficult I felt very proud when I finished it.


Yeah, I was seven at the time. And in the original Mario, you couldn't actually go backwards if you took the wrong path.
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Re: Most annoying level themes

Postby Flesh_Of_The_Fallen_Angel » Sun Nov 23, 2008 2:15 am UTC

guyy wrote:
Spoiler:
And, the giant glass elevator scene in Episode 1, in which increasingly gigantic hunks of metal fall from the ceiling, and you must somehow knock them aside with energy balls. The first one is easy to block; the second two are not. About 50% of the time I missed it completely and died; about 45% of the time I hit it but it didn't go far enough to the side and killed me anyway; and usually in the 5% of the time that I survived, I was immediately killed by the even bigger one right after it. That segment still kills me many times every time I try it; the first time, I had to save between each death-object deflection just to make it through. That level is just...stupid.

You do realise that
Spoiler:
you don't have to use the energy balls to move the falling metal out of the way, just punt it with the super gravity gun!


I hated it on Half-Life 2 where
Spoiler:
it told you that the gravity gun couldn't punt organic things but it lets you punt headcrabs

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Re: Most annoying level themes

Postby SecondTalon » Sun Nov 23, 2008 4:41 am UTC

..thus proving headcrabs aren't organic.


Adding to the themes, though you mostly see this in Roleplaying games -

The Poisoned Area.

Now, as I said, you see this in RPGs frequently - the Ultima Series is horrible about this. You're walking along, you see some swamp area, you step inside and .. Oops, you're poisoned!

... the hell?

Often you can get a trinket or item that negates this, thus kinda ruining the whole point of the areas later on in the game, but it really kinda applies to any game where the terrain harms you, you get a trinket to counteract it, then rarely see that type of terrain again.

Why bother? Why wouldn't you have caught some information ahead of time telling you what item you need.. and then why don't the towns on both ends of the horrible area have the equipment necessary to cross it without peril?

Why?
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Re: Most annoying level themes

Postby Xaddak » Sun Nov 23, 2008 4:54 am UTC

Because when you say "immersion" most game designers say "lolwhut".
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Re: Most annoying level themes

Postby JayDee » Sun Nov 23, 2008 4:55 am UTC

SecondTalon wrote:Now, as I said, you see this in RPGs frequently - the Ultima Series is horrible about this. You're walking along, you see some swamp area, you step inside and .. Oops, you're poisoned!
Ultima IV and V were bad, and not just about this. They loved the find some rare item to get past whatever type stuff. But later games generally did sell the equipment. You can buy Swamp Boots from a provisioner who sold adventuring gear, and there was one of those in the starting town at the least.

Thinking about more level themes, I'm having a hard time coming up with stuff I dislike and can't come up with immediate counter-examples to. There have been water and fire levels I've loved. What bugs me most lately is lack of cohesion. Or something like that. Levels that are nothing but a farrago of what seemed cool ideas.
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Re: Most annoying level themes

Postby fyrenwater » Wed Nov 26, 2008 2:04 pm UTC

Anything where a mistake can send you back to the beginning. Stuff like jumping across tiny platforms with hazards or moving obstacles, luck-based stuff that punishes you for picking the wrong path, or just a level with no tolerance for mistakes (like random one-hit-kill sections).

Random-genre-shift-for-this-section levels annoy me, too. Something like Simon-based button pressing in an fighting game or those annoying puzzle-lock sequences that FPSs are fond of.
...It made more sense in my head.

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Re: Most annoying level themes

Postby Jebobek » Wed Nov 26, 2008 6:15 pm UTC

Any game that is origionally themed for you to move around, strafe, and shoot things, then makes you jump platforms. And when you jump you have a slow-down slide effect that can get you killed. Why do you think that this is cool, Half-Life? Why? I can understand that I need to avoid X and Y, but why do I have to be Jumpy McPlatformer half the time?

Any levels where you're meant to explore, and some holes mean you go to the beginning.

Any RPG with a level theme that does not let you get an item or ability FOREVER if you mess it up. As in, if you saved over the last save: whoops, time to start your game over. Such as action sequences where you're going after the big materia in FFVII
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Re: Most annoying level themes

Postby Numzane » Wed Nov 26, 2008 7:04 pm UTC

I think the jumpy-slow-down effect was only patched in because the CS people whined, so blame them. The slidy-ness is annoying as hell though.
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Re: Most annoying level themes

Postby Kerberos » Wed Nov 26, 2008 8:04 pm UTC

guyy wrote:Half-Life 2 and its first Episode had a couple that drove me up the wall:

Spoiler:
In Nova Prospekt, in the scene where you're alone in a big room with 3 turrets, and 7,846,276 Combine come at you in waves. And about half of them have shotguns, and they constantly knock down your turrets with grenades, shotgun blasts, and their fists. And then they kill you. Again, and again, and again. It's mainly annoying because they intentionally give you 3 turrets for 4 Combine entrances, to force you to defend one yourself; the problem is the turrets constantly get knocked over, and every time one does, you either don't notice and get shotgunned from behind, or you do notice and get shotgunned from behind while trying to put it back up. Or one of the endless grenades blows you up. Or one of any number of other humiliating deaths occurs. I've found the trick to this level is to bring a fourth turret from the control room you defended not long before this scene; with enough turrets to cover every direction, this level's not that hard. But I died about 50 times the first time I played it.

And, the giant glass elevator scene in Episode 1, in which increasingly gigantic hunks of metal fall from the ceiling, and you must somehow knock them aside with energy balls. The first one is easy to block; the second two are not. About 50% of the time I missed it completely and died; about 45% of the time I hit it but it didn't go far enough to the side and killed me anyway; and usually in the 5% of the time that I survived, I was immediately killed by the even bigger one right after it. That segment still kills me many times every time I try it; the first time, I had to save between each death-object deflection just to make it through. That level is just...stupid.

What I did for the turrets was
Spoiler:
There's a sort of alcove-balcony thing a floor above the ground somewhere in the room. There are also several boxes lying around. I piled up the boxes with the gravity gun to make a staircase to the second floor, then tossed up the turrets. Then I jumped up as soldiers started coming in, and hid in the back of the alcove, shooting down the man-hacks while my turrets tore apart the soldiers. I ended up getting through it losing 2 shields and 1 hit point. But yeah, that was a really sucky part.


Generally, I have to agree that sky levels are the worst. Pretty much any level where you have to balance on thin beams and shoot people at the same time. Or even just balance. I remember one part in some N64 Castlevania where you had to carry a fragile explosive a long distance, during which if you jumped, fell, or got hit by an enemy, you instantly died. And a large portion of the place you had to get across was thin beams that were incredibly easy to fall off of. Terrible.

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Re: Most annoying level themes

Postby Jebobek » Wed Nov 26, 2008 8:13 pm UTC

I'll put this here as a "level" because it sure as hell took me longer than 10 minutes.
Kerberos wrote:I remember one part in some N64 Castlevania where you had to carry a fragile explosive a long distance, during which if you jumped, fell, or got hit by an enemy, you instantly died.
If the game was not designed so you fail over and over at something; why do they make a level theme within that game where you're designed to fail over and over? Infinite chances/lives allows the developers to be even bigger pricks about it.

Twilight Princess, delivering that GODDAMN barrel that explodes when tapped by an enemy, and they spawned like crazy just because. Bascially, the event meant trying over and over until you got it right and got lucky. Half the time i would throw the damn barrel by mistake. Then I throw my controller on purpose. I did not sign up for this! I know this is optional, but it was not a replayable minigame. It was an event you did once that sucked.
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Re: Most annoying level themes

Postby Berengal » Wed Nov 26, 2008 8:35 pm UTC

It's been mentioned before, but stealth levels in non-stealth games gets my vote.

It's all about following the rules. The rules don't have to be fair, but you have to follow the rules. Water levels, timed levels in usually untimed strategy games (that don't allow for pausing), stealth levels in "kill everything that moves" games, etc. I don't mind hard levels, or even nearly impossible levels that I have to retry fifty bajillion times to finally get right, but levels that suddenly don't follow the rules established in the rest of the game are universally and irredeemably Bad. My personal preferences make stealth levels the worst offender in my opinion. (Though stealth games rock. I still play the Thief games from time to time, and think they're some of the best games ever made.)
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Re: Most annoying level themes

Postby Klapaucius » Wed Nov 26, 2008 9:19 pm UTC

Jebobek wrote:Twilight Princess, delivering that GODDAMN barrel that explodes when tapped by an enemy, and they spawned like crazy just because. Bascially, the event meant trying over and over until you got it right and got lucky. Half the time i would throw the damn barrel by mistake. Then I throw my controller on purpose. I did not sign up for this! I know this is optional, but it was not a replayable minigame. It was an event you did once that sucked.


I hated it until I realized that you can just set the damn barrel down and pick everything off using the bow, then pick it back up and continue on your merry way.

That's probably what you did too, seeing as that is what led me to kep throwing the barrel by mistake, but it actually got pretty easy once I learned how to properly escort the barrel.
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Re: Most annoying level themes

Postby Various Varieties » Fri Nov 28, 2008 2:55 am UTC

SecondTalon wrote:The acid-trip level of Max Payne. Turning a goofy little time-slowing run&gun game into a platformer. Bleh. That level alone made me quit playing the game.

I really like the graphical effects in that section - like the corridor smoothly extending far in front of you (dolly zoom?). The overall horror atmosphere of the dream sections was good (even if a children's bedroom with a tinkling music box is about as old a horror cliché as you can get). But the bits where you have to navigate the blood trail marking out the black platforms above a black bottomless pit? Arghhh. Fortunately, Max Payne 2's nightmare sequences improved the graphical effects while jettisoning the blood trails.

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Re: Most annoying level themes

Postby AngrySquirrel » Fri Nov 28, 2008 11:44 am UTC

The later Castlevania games for the DS, on the places where you got loads of those flying medusa-heads that petrify you. Yeah, that sucks. Especially when you are right next to the exit and then one of them comes right out of the wall right next to you and petrify you while you are midair, so you stop and fall down into the spikes and slowly lose all your health while being unable to do anything.
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Re: Most annoying level themes

Postby Xaddak » Fri Nov 28, 2008 3:47 pm UTC

Various Varieties wrote:
SecondTalon wrote:The acid-trip level of Max Payne. Turning a goofy little time-slowing run&gun game into a platformer. Bleh. That level alone made me quit playing the game.

I really like the graphical effects in that section - like the corridor smoothly extending far in front of you (dolly zoom?). The overall horror atmosphere of the dream sections was good (even if a children's bedroom with a tinkling music box is about as old a horror cliché as you can get). But the bits where you have to navigate the blood trail marking out the black platforms above a black bottomless pit? Arghhh. Fortunately, Max Payne 2's nightmare sequences improved the graphical effects while jettisoning the blood trails.


Quick interjection: dolly and zoom are two different things - same basic concept (more or less), but one involves the camera moving while the other does not.

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Re: Most annoying level themes

Postby Numzane » Fri Nov 28, 2008 4:28 pm UTC

The camera does both in that instance, IIRC. Dunno if it's the correct term though.
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Re: Most annoying level themes

Postby Various Varieties » Fri Nov 28, 2008 5:36 pm UTC

Yes, I was referring to the effect achieved when you zoom in while moving the camera away at the same rate (or vice versa):

http://uk.youtube.com/watch?v=Y48R6-iIYHs

Anyway, my point was, the nighmare sequences of Max Payne did something similar in order to make the corridor stretch out in front of you.

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Re: Most annoying level themes

Postby Jebobek » Fri Nov 28, 2008 8:30 pm UTC

AngrySquirrel wrote:The later Castlevania games for the DS, on the places where you got loads of those flying medusa-heads that petrify you. Yeah, that sucks. Especially when you are right next to the exit and then one of them comes right out of the wall right next to you and petrify you while you are midair, so you stop and fall down into the spikes and slowly lose all your health while being unable to do anything.
Symphony of the night had the same problem too, with the damn petrifying medusas.

Basically any level theme that takes advantage of your lurch-back mechanic, if you have one, where wall-clipping flying things are designed to keep coming and ram into you. Another example is ZeldaII with flying things on a number of levels. My favorite is when they start off as being invisible, that was fantastic /sarcasm.
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Re: Most annoying level themes

Postby Azure_Twilight » Sat Nov 29, 2008 12:07 am UTC

This comes particuarly from the .Hack//IMOQ series, but there's levels which are like being inside a living creature, they're all dark and you can't see well, it's very creepy. There's also really annoying monsters and no way to tell where's the staircase down to the next level because of map static. Not. Fun. Espically when it's near midnight and you have something you can't see start taking your health out like all hell while your lost.
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Re: Most annoying level themes

Postby Cheese » Sat Nov 29, 2008 12:23 am UTC

Jebobek wrote:Any RPG with a level theme that does not let you get an item or ability FOREVER if you mess it up. As in, if you saved over the last save: whoops, time to start your game over. Such as action sequences where you're going after the big materia in FFVII
In case any of you, for some inexplicable reason, haven't played FFVII:
Spoiler:
...I'm looking at YOU, rocket.
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Re: Most annoying level themes

Postby Jessica » Sat Nov 29, 2008 12:40 am UTC

Cheese wrote:
Jebobek wrote:Any RPG with a level theme that does not let you get an item or ability FOREVER if you mess it up. As in, if you saved over the last save: whoops, time to start your game over. Such as action sequences where you're going after the big materia in FFVII
In case any of you, for some inexplicable reason, haven't played FFVII:
Spoiler:
...I'm looking at YOU, rocket.

or the game move in FFX.
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Re: Most annoying level themes

Postby Texas_Ben » Sat Nov 29, 2008 3:34 am UTC

Joeldi wrote:Also timed base explosions. It's true, there's usually plenty of time to escape, but if they start right after an arduous boss fight without a chance to save, I do not want to even think about having to kill it again because of some arbitrary god damned clock.

This. It is one of the few things that I absolutely HATE in a game, to the point that I will stop playing said game altogether (in singleplayer at least) if it comes up. I make an exception for Descent 1&2, because they were fantastic games, and more importantly, you knew there was going to be a countdown timer, and you knew exactly when it would start because you were the one setting it off.

Another terrible terrible thing some RTS games do is put you in a situation with no buildings and just a handful of units, and tell you to make due with what you have. It is doubly irritating if you have no means to heal your units (Common in older games, much less common now). I usually these games are built on the fact that units are at least partially expendable, so to make you hoard them obsessively is cruel.

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Re: Most annoying level themes

Postby ParanoidDrone » Sat Nov 29, 2008 6:28 am UTC

Texas_Ben wrote: This. It is one of the few things that I absolutely HATE in a game, to the point that I will stop playing said game altogether (in singleplayer at least) if it comes up. I make an exception for Descent 1&2, because they were fantastic games, and more importantly, you knew there was going to be a countdown timer, and you knew exactly when it would start because you were the one setting it off.

So I take it you've never finished a Metroid game, then? I mean, in those games it's not a question of if whatever base you're in will blow up at some point, but when.
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Re: Most annoying level themes

Postby Jack Saladin » Sat Nov 29, 2008 6:30 am UTC

... But are they right after a difficult boss with no chance to save and a high chance of failing the timer? It's not the ethical implications of base-kerploding that piss him off.

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Re: Most annoying level themes

Postby ParanoidDrone » Sat Nov 29, 2008 6:44 am UTC

Jack Saladin wrote:... But are they right after a difficult boss with no chance to save and a high chance of failing the timer? It's not the ethical implications of base-kerploding that piss him off.

Difficult? I guess...except for the Parasite Queen, it's the final boss that makes the base go kerplooey. Echoes throws in

Spoiler:
a final Dark Samus fight
while the countdown's still ticking, but I believe escape is guaranteed once you take care of that. The timer's never been a problem for me unless I got lost. (Not taking Echoes into account, as I've never gotten that far in it.)
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Re: Most annoying level themes

Postby SecondTalon » Sat Nov 29, 2008 4:54 pm UTC

The Descent(1) Method - There's a clearly marked Exit Tunnel. Blowing the reactor sets off the timer. You can, therefor, make a couple of test runs between both points to make sure you can make the trip in the two or so minutes it gives you to do so. Once you hit the exit tunnel, regardless of the time left, the base explodes dramatically behind you as you cutscene your way down the tunnel. I suppose your pilot decides to idle there until the last few seconds, just like Vin Diesel.

Basically - you get to make practice runs.

The Metroid (1) Method - Kill the big bad, then get shoved into an exit tunnel you've never seen full of monsters and traps and such, and you navigate out on increasingly smaller jump platforms.

Basically - no practice runs for you.

From what I recall of Descent 2, they did not deviate much from the formula. Did the Metroid series?
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Re: Most annoying level themes

Postby Texas_Ben » Sat Nov 29, 2008 5:31 pm UTC

Yes, the practice runs are very important. Sometimes, if the exit was a long way away from the reactor, I would drop markers, each marker titled with the direction of the next marker (up, left, right, etc), and from each marker the next marker would be visible. That way I wouldn't even have to think about where I was going with the countdown, which is nice since Descent liked to throw hordes of baddies at you all of a sudden after you blew the reactor. It was also nice because the Descent 2 levels were all extremely 3-dimensional and "up" was not clearly defined much of the time, so you could get turned around a lot.

This discussion is now making me long for nostalgic Descent goodness. I think I'm going to dig up my old Descent CD and find a bunch of doodads to modernize it.

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Re: Most annoying level themes

Postby sir_schwick » Sat Nov 29, 2008 7:49 pm UTC

The final boss battle in Path of Neo was an extreme deviation from the rest of the game. Most of Path of Neo was Zombie Smasher's X in 3D, and very gratifying. Then you engage in the final Smith vs. Neo fight which boils down to a variation on Simon Says. It was as frustrating and unsatisfying as that set of scenes in Matrix: Revolutions. The insult was compounded by the fact it was the final fight scene. This meant that an entire game of mastering the art of matrix fighting was thrown out for completely unrelated skills.

There was another such level in Path of Neo as well. It was in the Merovingian's realm and Neo ends up having to fight Red ants in an Escher-esque platformer. There is an element in humor though. One of my friends who was playing through had not seen Reloaded or Revolutions, so they were disappointed when the red ants did not appear anywhere in the Matrix series.

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Re: Most annoying level themes

Postby DYRE » Sat Nov 29, 2008 8:51 pm UTC

Clumpy wrote:The "underground waterway" (not an underwater level) of Castlevania: Circle of the Moon. Freezing enemies, slow switches and maybe even poison.

Ugh. Very much this.
Enemies that freeze you on contact + a floor that constantly does lots of damage to you as long as you are standing on it = not fun.
There may have been a way to get rid of the poison floor (not sure if you could do that boss fight at this point in the game), but even if there was, the game never hinted that this might be possible (of course, because it's a CastleVania game).

For other level themes that I hate... hm... any level wherein objects fall from the ceiling, or random explosions occur, or anything of the sort. This can go with timed escape levels, in fact. But, yeah. Generally, these sections make it very difficult (or, basically impossible) to avoid these explosions, or falling objects, or whatever, and what's worse is that they also have normal enemies to kill you.

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Re: Most annoying level themes

Postby JayDee » Sat Nov 29, 2008 11:56 pm UTC

SecondTalon wrote:The Metroid (1) Method - Kill the big bad, then get shoved into an exit tunnel you've never seen full of monsters and traps and such, and you navigate out on increasingly smaller jump platforms.

Basically - no practice runs for you.

From what I recall of Descent 2, they did not deviate much from the formula. Did the Metroid series?

I've only played about half of them (Metroid, Prime 1 and 2, Fusion. Metroid Prime Pinball didn't have a timed escape, I don't think,) but among those it would probably be more common that the timed escape is back the way you came in. Or back the way you came in, with things shaken up a little, and some deviation (the place starts falling apart around you and you need to take detours.) There was a timed escape (well, make it to the button on time run realy) in Prime 3 where you got to save after the boss, before the timer starts.
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Re: Most annoying level themes

Postby Aikanaro » Wed Dec 10, 2008 4:00 pm UTC

AMEN on the timed escape sequences right after bosses....and for MP2: Echoes, don't forget that that's also immediately after fighting the Emperor Ing....

Another one.....when you're going through a level with lots and lots of annoying puzzles/challenges, in order to get an item that, IF you had it, the puzzles would mostly be laughable. Prime offender in my mind as I'm writing this: Dodongo's Cavern in OoT master quest. You get the damn bombs when you're 90% of the way done with the dungeon, and meanwhile have to keep dealing with those stupid bomb flowers and the timing issues inherent in them. Made even more annoying by 1: the fact you couldn't BUY a bomb bag anywhere else previously, and 2: The bomb bag is apparently made from a dodongo's stomach....because we ALL know just how WONDERFUL a dodongo's stomach is at holding bombs without taking horrible life-threatening amounts of damage to the organism holding said stomach :?
Dear xkcd,

On behalf of my religion, I'm sorry so many of us do dumb shit. Please forgive us.

Love, Aikanaro.

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Re: Most annoying level themes

Postby Yuri2356 » Wed Dec 10, 2008 6:10 pm UTC

Aikanaro wrote: 2: The bomb bag is apparently made from a dodongo's stomach....because we ALL know just how WONDERFUL a dodongo's stomach is at holding bombs without taking horrible life-threatening amounts of damage to the organism holding said stomach :?

How many organisms do you know of that can survive the detonation of a pound of gunpowder inside their stomach? How many do you know of that don't simply burst if you plant a bomb inside them?

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Re: Most annoying level themes

Postby Aikanaro » Wed Dec 10, 2008 6:35 pm UTC

Yuri2356 wrote:
Aikanaro wrote: 2: The bomb bag is apparently made from a dodongo's stomach....because we ALL know just how WONDERFUL a dodongo's stomach is at holding bombs without taking horrible life-threatening amounts of damage to the organism holding said stomach :?

How many organisms do you know of that can survive the detonation of a pound of gunpowder inside their stomach? How many do you know of that don't simply burst if you plant a bomb inside them?

Off the top of my head....
1: Kirby
2: King Dedede
3: Wario
4: Lots and lots and LOTS of other creatures in video games.

also, how many ways do YOU know of to kill a dodongo (full-size, not the little ones) OTHER than sticking a bomb in its stomach?
Dear xkcd,

On behalf of my religion, I'm sorry so many of us do dumb shit. Please forgive us.

Love, Aikanaro.

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Re: Most annoying level themes

Postby SecondTalon » Wed Dec 10, 2008 7:02 pm UTC

Thousands.

But they all require access to technology, magic, or technomancy* above Hyrule's level.



*Yes, this is magic that brings dead machines back to life.. but only when you're playing sweet rave music.

bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumtshbumtsh-bumts....I'm doing it again, aren't I?
heuristically_alone wrote:I want to write a DnD campaign and play it by myself and DM it myself.
heuristically_alone wrote:I have been informed that this is called writing a book.

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Re: Most annoying level themes

Postby Yuri2356 » Wed Dec 10, 2008 7:13 pm UTC

Aikanaro wrote:
Yuri2356 wrote:
Aikanaro wrote: 2: The bomb bag is apparently made from a dodongo's stomach....because we ALL know just how WONDERFUL a dodongo's stomach is at holding bombs without taking horrible life-threatening amounts of damage to the organism holding said stomach :?

How many organisms do you know of that can survive the detonation of a pound of gunpowder inside their stomach? How many do you know of that don't simply burst if you plant a bomb inside them?

Off the top of my head....
1: Kirby
2: King Dedede
3: Wario
4: Lots and lots and LOTS of other creatures in video games.

also, how many ways do YOU know of to kill a dodongo (full-size, not the little ones) OTHER than sticking a bomb in its stomach?

Nonfictional ones, Steve.

The point being that the fact that a particular lizard dies from the shock swallowing lit explosives, says nothing about how good a bag one could make out of its organs. And given that an Adult dodongo's gut can survive several blasts, that puts its durability far above the 0 of most other animals.

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Re: Most annoying level themes

Postby Aikanaro » Wed Dec 10, 2008 7:24 pm UTC

So I'm only allowed to compare the fictional lizard to nonfictional ones? :P

And I was more making a point that the three defining traits of a dodongo are normally 1: big 2: armored 3: killed by making it eat bombs. It just seems odd to make a bomb-holding-bag out of the stomach of something that is ONLY killed by....putting bombs in said stomach. At least inasmuch as video-game-logic is concernered
Dear xkcd,

On behalf of my religion, I'm sorry so many of us do dumb shit. Please forgive us.

Love, Aikanaro.

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Re: Most annoying level themes

Postby Yuri2356 » Wed Dec 10, 2008 7:45 pm UTC

Well, if you need to kill it by feeding it bombs, and the stomach is still there to be harvested when you butcher the thing, doesn't that imply that the sack itself can survive bomb blasts?

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Re: Most annoying level themes

Postby Aikanaro » Wed Dec 10, 2008 8:55 pm UTC

Nah, considering the only person we ever see/hear about killing dodongos is Link, yet he gets the bomb bag from a chest, NOT from a dodongo he personally killed, that implies that someone else got a stomach, but without killing the dodongo themselves. This would appear to be contradictory, unless we assume that the dodongo in question died of natural causes.
Dear xkcd,

On behalf of my religion, I'm sorry so many of us do dumb shit. Please forgive us.

Love, Aikanaro.


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