I'll never understand why Nintendo, after creating such lovely credit sequences in Oot and Majora, went with the lame bubbles in the Wind Waker.
I'll never understand why Nintendo, after creating such lovely credit sequences in Oot and Majora, went with the lame bubbles in the Wind Waker.
And done.
Abandonning the Mercenaries mode after Resident Evil 6 was a crime.
Holy shit, this too. MP1 Samus looked perfect. Her reveal in MP2 was...not a good moment.
Yeah, that was a pretty funky decision. Still love Echoes, just...keep the suit on.
Devil May Cry 5:
- DmC Definitive Edition introduced a toggle option for the lock-on. Despite the many features DMC5 borrowed from DmC, this wasn't one of them. Not a confusing omission, since it was a feature added in a re-release and the probably originally added since the addition of lock-on would otherwise mean holding up to three shoulder buttons at a time. Disappointing and a step back nonetheless.
Resident Evil:
- No Mercenaries mode after RE6. Again, not confusing, since there are other modes available in each game that doesn't feature it, but still disappointing as it's been a series tradition since pretty much RE2, much like Bloody Palace in DMC.
- Lack of Live Selection and alternate ending in RE3 remake. The original RE3 was shorter and had less replay value than RE2, so cutting features that added variety might mean less replay value overall.
I'll never understand why Nintendo, after creating such lovely credit sequences in Oot and Majora, went with the lame bubbles in the Wind Waker.
You can basically pick any aspect of Morrowind and it'll be a good example of this by the time the series got to SkyrimSpell crafting being dropped between Oblivion and Skyrim.
A-fucking-men.
Oh yeah another one: adding guard rails to Super Monkey Ball. Ruins basically every game post-SMB2
Just recently finished the main game of origins and The hidden ones I want another game with Bayek he is easily my top 3 protags in the seriesThey let you build a team of Assassin's in brotherhood and revelations then completely wiped it off the face of the earth, it didn't even come back in Origins the freaking game about starting the Assassin's.
It always comes up as a favorite feature in discussions of those 2 games so I dont understand at all. Especially it not coming back in Origins.
Edit: Just to rant more about the AC series overall (its one of my fav franchises so this comes from the heart lol) why the hell do we run through Assassin's like we're in a rush. Can we please spend more time with these guys and gals, where is my Evie game, my second Bayek or Arno game, what a silly decision.
He's so good and we just never see again now, like its crazy, the reason Ezio is so many people's favorite is because we got to essentially live his whole life, whereas with everyone we just see flashes, they are going through them so fast you can hardly remember them allJust recently finished the main game of origins and The hidden ones I want another game with Bayek he is easily my top 3 protags in the series
And to top that we have a upgrade system that cant be used because you never know what weapon you going to have at hand.
I like Sarah Connor Samus and Smash-era Zero Suit just fine, but that awkward middle ground is pretty bad.
This is a gameplay/design critique: How Mass Effect 1 started, and how Mass Effect 3 started.
Mass Effect 1
Mass Effect 3
Do you want to choose what your character says or do you just want to look at them talk like it's any other friggin AAA game with a linear cinematic story? By removing the dialogue wheel so often it stuck out like a sore thumb just how far behind BioWare's animation was from its competition. Worst of all, less than 90% of the game's linear conversations are handkeyed, so it uses an awkward puppet-like gesture system. The whole justification for that approach was its interactivity. With that gone it just felt like a tryhard attempt to beef up the choreography with inferior tools.
After the first conversation choice in Mass Effect 3 you're looking at 3 minutes of completely uninteractive cinema where your character speaks every second sentence of the dialogue. Bad cinema at that. In ME1 you're drawn into the game's cinema as an active participant, like a movie you're inside of. That was the whole appeal of the franchise from a video-game perspective. In Mass 3 you're just observing it from a distance.
That one was technical apparently. They increased the mobility and dynamics of the combat moveset and they also ported it to all 3 consoles for the first time. Eventually something had to give with memory limitations, especially with PS3 and its 256mb limit, and they had to cut holstering. Whenever the game tells itself to toggle between exploration and combat it literally loads two different character objects now, and requires a load screen.Another one I just remembered is removing the option to holster your weapon in most ME3 missions. I feel like this contributed to the overly linear feeling of ME 3, it was basically just a shooter at that point with none of the exploration or world building of the first two.
That one was technical apparently. They increased the mobility and dynamics of the combat moveset and they also ported it to all 3 consoles for the first time. Eventually something had to give with memory limitations, especially with PS3 and its 256mb limit, and they had to cut holstering. Whenever the game tells itself to toggle between exploration and combat it literally loads two different character objects now, and requires a load screen.
I will say, I understood the desire to amp up combat but I've often thought that there must have been a better way than to outright sacrifice the bridge between action-heavy and action-less moments. The ME2 combat wasn't that far behind after all.
I'll never understand why Nintendo, after creating such lovely credit sequences in Oot and Majora, went with the lame bubbles in the Wind Waker.
I'll never understand why Nintendo, after creating such lovely credit sequences in Oot and Majora, went with the lame bubbles in the Wind Waker.