Mario & Luigi: Dream Team Bros.
Every area/dungeon feels so long but the last world, before Bowser's castle, is infinite.
Every area/dungeon feels so long but the last world, before Bowser's castle, is infinite.
First answer best answer. [metal slug 3 level 5] is a fucking journey worthy of a greek myth.
I quit the game once I got there. Didn't enjoy the combat much at all the entire game, and had gotten the gist of the story by that point, so going through that endless, sparce area fighting robots non-stop was just too much.The Mechonis in Xenoblade 1 is fucking INFINITE
I wanted to pull my hair out. And when you're finally at the top and you reach Agniratha and you think "hey finally I can relax a bit" NO THERE IS STILL MORE
omg
This guy takes 45 minutes to clear the ultimate secret level of his own game, "Purple"
Ah Grunty Industries. That's the bit that broke me. I mean, you had the Jurrassic world that was massive already, and some of the earlier levels had slightly more involved puzzles, but Grunty Industries is just a level I can't get my head round, even after playing it through once and replaying it on 360... Its a cool concept for a level, but navigating it is a complete nightmare. I could never enjoy Tooie as much as the first game due to its size, its impressive for an N64 game for sure, but not a game I look forward to replaying!Pretty much all of Banjo Tooie's levels are needlessly gigantic.
Probably the worst was Grunty's Factory (or whatever it's called). It's floor after floor and room after room of bland metal factory environment.
Even worse is when you find a new ability mole hill, but it turns out it's a move for Banjo OR Kazooie individually, so you have to backtrack to a split platform, and retrace your steps to the mole hill, but since you're Banjo or Kazooie (and not both of them) you might need to find a completely different route.
If/when I ever play that game again I'm going to do it with a guide the whole way through. Getting stuck in those huge levels just isn't fun in any way.
I actually like grunty industries ... it's almost like a mini Metroidvania. You have to figure out how to progress to the next floor ... even entering the stage itself was a puzzle ; in fact, the way it's structured made it one of the easier levels for me to wrap my head around because it's divided into sections. I think if the rest of the game followed a similar formula it would have faired a lot better.Pretty much all of Banjo Tooie's levels are needlessly gigantic.
Probably the worst was Grunty's Factory (or whatever it's called). It's floor after floor and room after room of bland metal factory environment.
Even worse is when you find a new ability mole hill, but it turns out it's a move for Banjo OR Kazooie individually, so you have to backtrack to a split platform, and retrace your steps to the mole hill, but since you're Banjo or Kazooie (and not both of them) you might need to find a completely different route.
If/when I ever play that game again I'm going to do it with a guide the whole way through. Getting stuck in those huge levels just isn't fun in any way.
This level in the original version is pure hell. It is lengthy, but also incredibly confusing once you hit the underwater cave navigation - the new version in the remaster helped by simplifying it, but it is still just a genuinely bad level.Some of the latter maps in Descent 2 were not only big but really disorienting thanks to the 360 degree movement.
And then you have to memorize the escape route (yeah there's a guidebot but sometimes hard to find)
That's because the levels are absurdly long with almost no save points.
Like this is a map from a single level.
Darm Tower from the original Ys. Takes up almot half the game.
Everything from 59:32 to the end here is just Darm Tower:
You'll get really sick of that music by the end.
Xanadu Next's last dungeon is, like... at least 60% of the game if not more. It's like the first part of the game is just training for the last dungeon. Which is SUPER good too.
People always talk about the library, but what's the level where you just go forward through a bunch of mirror image rooms with only a few enemies in each one? That's the one where I really thought things were dragging. IIRC it starts with you extending a bridge to get across some water. There's arrows on the walls/ground of each room and sometimes you follow the path around clockwise and the other times counterclockwise.
I think you're thinking of Assault of the Control Room. Which is long, but isn't a bad level...
...although I do draw the line when they make you do it again backwards later on (Two Betrayals)
Pretty much all of Banjo Tooie's levels are needlessly gigantic.
Probably the worst was Grunty's Factory (or whatever it's called). It's floor after floor and room after room of bland metal factory environment.
Even worse is when you find a new ability mole hill, but it turns out it's a move for Banjo OR Kazooie individually, so you have to backtrack to a split platform, and retrace your steps to the mole hill, but since you're Banjo or Kazooie (and not both of them) you might need to find a completely different route.
If/when I ever play that game again I'm going to do it with a guide the whole way through. Getting stuck in those huge levels just isn't fun in any way.