A Nintendo community
by the fans!
  Forum main
 + 
Top 10 Quickie - Things that Stunk This Generation [top ten]
 
I'm gonna do a quick Top 10 before I hit the hay. Sorry for no pictures, but maybe I'll edit tomorrow!
06/27/13, 07:50  
 
   
 
Stupid DLC
I love certain kinds of DLC. I loved having a Halo game to play, and then 6-9 months later, get some new maps to purchase so I can revisit the game.

I do not like having to buy horse armor, new costumes for Batman, or any of the other hundreds examples of developers asking you to pay money for the most trivial of game content.

"Hey, pay a dollar to get some gems to upgrade your character. Listen, you pay a crapton of money on this iPhone as it is, kid, you might as well level up your avatar."
 
Sequelitis/Yearly Sequels/Remake-itis
I get it. Games are expensive, so people spend money on what they know is safe. But man, we get a lot of sequels now. Yearly Call of Duties. Yearly sports games. Almost yearly Halo games. Mario out the wazoo. And if that isn't enough, when we don't get sequels, we get remakes. Sure, we get gems here and there like Bionic Commando Rearmed, but we also had to live through that God awful Turtles in Time remake on XBLA.
 
Too many Controllers
Some of you may have this problem. Several Wiimotes laying around. Maybe a Classic Controller. Maybe a Wii Wheel. A gun shell for your Wiimote. A Rock Band guitar/drums. The Kinect AND Wii IR sensor on top of your TV. A PS Move. A headset for each of your voice chat capable platforms. Maybe you have some Gamecube controllers around for playing Gamecube on the Wii.

And then add any batteries you have for all of these controllers, charging cradles, etc. MAKE IT STOPPPPPPPPPP.

You may have also found yourself uttering the following:

"Wait, which 360 controller was synced to my 360, and which was synced to my PC?"
"Good thing these Wii controllers are all wirelessssaagggggh the nunchuck cord got tangled again."
"Hmm, the Wii sensor bar fell behind the TV. Guess I'm not playing games today."
"Okay, the Wavebird is out of batteries....so I'll just swap the Wiimote batteries there momentarily."
"Okay, now my Wiimote doesn't have any batteries....so I'll just swap the batteries from my TV remote in there."
"Okay, now my TV remote doesn't have batteries....so I guess I'm not playing games today."
 
Timed Exclusivity
Hey PS3 fans. I'm sorry, but we have this super awesome game coming out, but Microsoft gave us a shit load of money, so you won't have it for a year.

Feel free to swap various companies in place of the names above. I know this has been a thing for a while, but it felt more prevalent to me this generation.
 
Poorly Implemented Motion Control
I don't want to lump all motion control into this spot. We've had some fun games like Wii Sports/Resort, Metroid Prime 3, Boom Blox, and others. But by and large, motion control has been pretty awful this generation. I will give it some slack since it was a very new thing, but the thing is, developers never seemed to learn. Even in 2010's oft praised Donkey Kong Country Returns, there was a waggle implementation that prompted users to hack the game to remove it.

I also think that the shoehorning of motion controls into games that didn't need it was ridiculous. Why couldn't I just use a Classic Controller in New Super Mario Bros. Wii? I also wasn't a fan of the pointer controls in Super Mario Galaxy. It's enough that I'm watching the game to see if I'm on the floor or the ceiling, but I also have to point at Star Bits on the screen constantly? Did that really add anything to the game? And in other games, did it really add anything to the experience to have me shake the controller rather than mash a button? Why am I using a pointer for the menus in Punch-Out!! when I want to play the game 'retro' style?

I suppose you could argue that in some cases, waggle made sense because it kept your fingers on the buttons....but IMO, it just wasn't worth the hassle.

There were some cases where motion controls made things simpler, but most of the time, I feel like they just made things too complex.
 
People on XBox Live (or most games with voice chat)
Okay, I'll preface this by saying that yes, I know you can mute people. But man. Have you ever hopped online in an FPS, only to be bombarded by

a.) People playing their music in the background
b.) People shouting racial slurs
c.) Little kids that have no business talking to strangers online
d.) Jerks that just screw with you

And on and on and on. It's awful. God bless you if you're a woman that actually tries to play one of these games online.
 
Retailer Specific DLC/Content
Hey, if you buy this game from Gamestop, you can have this armor that you'll never use. Spend that money wisely, kids.
 
Experience Progression in Multiplayer Games
Experience. EXP. XP. It goes by many names. And it's everywhere. In many games today, you can't hop online without being vastly overpowered and outgunned by other players. But don't worry. As long as you sink a huge amount of time into the game, you'll be there eventually. Sure, you'll suck at the beginning of this MMO, but as long as you kill a hundred rat beasts in the forest, you'll FINALLY be able to upgrade an inevitable block on your skill tree.

Notable games include various Call of Duty games, Blur, and Halo 4. I'll also add MMOs to this list, just because I think they're notorious for making you do tons of stupid crap before you can actually enjoy the game.

Come on developers. Reward us with a fun gameplay experience, and no more of this carrot and stick approach.
 
The "Point" system in online marketplaces
Good news everyone. It's 2005, and we'll no longer be charging you cash for your games....we'll be charging you points! Stock up on as many as you can, because you won't be able to simply buy games online. You'll have to pay for more than they cost, and you'll be left with a trivial amount of points that you can't use. That's okay though, you can just buy more points.

At the very least, Nintendo had a 1:100 ratio in regards to dollars:points (at least in the US). 800 points = $8. Okay. But Microsoft...what the hell? Why do 400 points = $5?

JUST LET ME GIVE YOU THE EXACT AMOUNT OF MONEY THAT YOUR GAME COSTS. I'm glad to see this going by the wayside. I'm even more glad that I ended the generation with a 0 point total on both my 360 and Wii, so I don't feel like I have wasted money on my systems.
 
Star Wars Games
Off the top of my head, here were the notable Star Wars games this generation:

The Force Unleashed
The Force Unleashed 2
The Lego Star Wars series
The Old Republic

Perhaps people latched onto the Lego games for family friendly fun. The Old Republic was a fun MMO for people who loved Star Wars (and was actually pretty awesome for a time). But let's face it. If you're a Star Wars fan, this generation was pretty awful. Battlefront 3 got canned, and we didn't have a single space combat game a la Rogue Squadron or TIE Fighter. The Jedi Knight series was nowhere to be seen, and it was 'replaced' by The Force Unleashed, which I think most people would agree was a clunky brawler at best. Some nifty eye candy, sure, but a far cry from what we had on the Gamecube, PS2, XBox, and PC around 10 years ago.

I'm hoping that Battlefront 3 will be super, super awesome, but man, I'm itching for a really good Star Wars game to come out. Hopefully Disney's acquisition of the franchise won't give us a lot of awful spin off games....but I'm cautiously optimistic that it'll be better than what we've had the past 7 years.
 
Feel free to add more or argue with some of my examples!

URL to share (right click and copy)
06/27/13, 07:50  
 
Why not sign up for a (free) account?
   
 
Yeah. The additions to the controllers are so minor. It makes me think of how bibliographies have to change every year. They just change how the "Works Cited" should be formatted so that you have to buy the edition of their latest book.

How is Classic Controller support on the Wii? I know it can work with the VC, but what about other games? That's another controller that's probably really similar to the Pro Controller (minus clicky sticks), but I'm sure it doesn't work for as many games.
06/29/13, 19:09   
i don't mind number 9 in general. I'm no fan of remakes, but I'm perfectly fine with sequels if the games are consistently good. A good game is a good game is a good game, so I don't care if it's a new IP or the oldest IP still in existence.

Number 8 doesn't bother me either, I like having options. I can see how it can get a little confusing and/or cluttered for some people, though.

Number 5 doesn't affect me since I always turn off voice chat no matter what is being said.

I'm fine with number 3 in theory, but I agree that there are plenty of games which didn't do the concept right. I like unlocking stuff, but there should be a better balance in some of these games so that good stuff can still be used early on. Goldeneye Wii's Proximity Mines being locked until level 55 is the most ridiculous example I can think of, as this means the 55-56 people can basically get free kills and there isn't much you can do about it (you can see and shoot the mines, but they're small and you don't always notice them).

Number 2 is stupid but didn't really affect me since I didn't buy much digital stuff. Number 1 is funny.

The rest, I agree with, and have nothing to add.

@GameDadGrant A few of these apply to handhelds, and then handhelds introduce their own set of problems, but I'll not get into that here.
06/30/13, 02:46   
DeputyVanHalen said:
That's exactly how I am with the 3DS and Vita. I rarely get a chance to play outside of home and when I am home, I want to play on my 55 inch tv, not a 4 or 5 inch screen.

Yeah, that's cool. (not being sarcastic or flippant, just to be clear! )

@Mop it up

Ha ha, yeah. Don't take my post too seriously!
06/30/13, 03:24   
@PogueSquadron
Do you mean Wii U? I think the old Classic still has decent support. Clicky sticks are stupid, anyway.

The big problem with Wii U is N64 VC stuff in Wii mode. Wii U versions would fix some of those problems, but they haven't even announced the N64 platform yet.
07/01/13, 03:53   
Anand said:
Regarding controllers, can you guys BELIEVE that current gen controllers won't be compatible with next gen consoles? Like, WTF. They're wireless.
That bothers me a lot, nevermind that neither of the other two console aren't even backwards compatible. If I could sell my PS3 to help pay for a PS4, I'd upgrade at or around launch.
07/01/13, 16:09   
Anand said:
Regarding controllers, can you guys BELIEVE that current gen controllers won't be compatible with next gen consoles? Like, WTF. They're wireless.

Yeah, but...I dunno. We've always had to buy new controllers for each console generation, so this isn't that big of a deal. It's no different than before.

Although...actually, you can use the Wiimote with Wii U, right? So hey. There's that.
07/01/13, 17:22   
An ever increasing reliance on cinematics and set pieces rather than design and gameplay mechanics.

The biggest offender of this in my eyes is Drakes Uncharted. A decent 3rd person shooter, and a downright bad platformer. I still cannot believe how much praise this series gets.

The reverse of this is Skyward Sword. It's disappointing that it's story/presentation/structure were so conservative, especially after Nintendo told us that big changes were coming in this respect. But the level design and the outstanding use of Motion+ made this one of the games of the generation for me. The fact that it went largely ignored by the gaming press is just further confirmation that great design really isn't as appreciated in the industry as it should.

The game that bridged the gap perfectly is Portal 2. A near perfect modern game.
07/02/13, 04:45   
@achhibbar
I think Skyward Sword did as much as it could with story/presentation, considering it was a Wii game, and the motion controls needed to be the focus, and they nailed it. I remember being surprised at how much story was presented, and the love story between Link and Zelda was well done. The characters were more likeable and more developed than in Twilight Princess (bar Midna). One could argue that it needed more cutscenes and voice acting, but that's not exactly what I'm looking for in a Zelda game. It will be interesting to see how the development of Zelda U plays out.
07/02/13, 19:46   
Edited: 07/02/13, 19:46
I surely think an over reliance on cinematics and set pieces can be frustrating....but I feel like Nintendo games could use some of them.

My favorite part of every NSMB game is the final boss with Bowser. It's always so fun, and dare I say, "epic." Honestly, I think all of the bosses should take a nod from that. That Bowser fight should be the FIRST boss, and they should run with things from there. I think very few boss battles in Mario games have even come close to touching the ones in Yoshi's Island, and that came is almost 20 years old at this point.

Or look at the set pieces within DKCR. Things constantly happening in the background, and you feel like you're going to actual places instead of just jumping around tiles.

Skyward Sword's problem wasn't that the presentation was mediocre. The game had plenty of setpieces IMO. I thought the presentation was awesome. The problem with that game WAS its gameplay (I say this feeling that it was still an awesome game). The individual puzzles were great, yeah, but the world design was incredibly truncated and isolated. Nintendo as of late has had real trouble finding a balance between designing great gameplay and tying that gameplay together with a world that's fun to be in and explore.

After playing Xenoblade, I think I understand now why Nintendo was saying something about wanting to take influence from it. In many ways, it scratched the itch of what older Zelda games used to offer in spades.
07/02/13, 20:46   
Edited: 07/02/13, 20:47
@GameDadGrant
But... they're WIRELESS.

I mean, the PS4 has some (possibly useless) new stuff, but the 360 just changed the naming on a few buttons, right? Actually, both should be possible, because they're already bluetooth. It can just send different data.
07/02/13, 21:52   
Edited: 07/02/13, 21:53
@anon_mastermind
I agree, the story was certainly very charming.

@PogueSquadron
It's interesting you bring up Xenoblade for comparison. It certainly had sense of wonder and exploration that Zelda increasingly doesn't have, and with the huge number of side quests you could tailor the experience to your own liking. But the weakest aspect of the game was its design. The side quests were straightforward and largely tedious and boring.

I agree that Zelda needs to have more side-quests and a greater degree of freedom and exploration. But it needs to do it in a very Zelda like fashion that retains the series' tight design.
07/02/13, 21:55   
@GameDadGrant Nearly every PS2 game allowed the use of PS1 controllers, with the rare exceptions being those that tried to use the analogue buttons on the PS2 controller. This doesn't really change your point, but the Wii U isn't the first system to use controllers from its predecessor.
07/03/13, 02:06   
@achhibbar Oh yeah, absolutely - the sidequests in Xenoblade were terrible. I only did them when I felt I had to.

I don't even know if Zelda needs more 'side-quests' if we're talking about getting things for NPCs and things of that nature. I just think they need to lock the world down less. SS felt like....Okay, go to this area. Now you're done that area. Go to this area. Now you're done that area.

I felt that at the very least, Twilight Princess kind of had that illusion that you could go to different places off the bat. You could at least find some caves here and there to run through. Something about SS' approach to the overworld just felt like I was in giant rooms that needed to be 'puzzle solved.' I wouldn't mind if they took some influence from Xenoblade and encouraged us to look around every nook and cranny. I really wouldn't mind if the progression in the game was dictated more by story than by a primary goal. They started doing this a bit at the beginning of SS, but towards the end, it felt like the same ole same ole.

Edit: I've said it before but I'm an active supporter of the next Zelda having far, far less character interaction. Let's worry less about that stuff, and more about making the design of the world and its puzzles as unique and unpredictable as possible. The best part of SS for me was when you first hit the surface of Hyrule. It just felt so...untouched. It really reminded me of the first Zelda, where you're just running around some world that you feel that people haven't been too in a long time. THAT's what I really want to get back to in Zelda. No more of this "Oh hi, we live in this village even though there are monsters everywhere, all the time" stuff. Let's see a world that feels truly untouched and full of peril.
07/03/13, 05:32   
Edited: 07/03/13, 05:45
@Mop it up

The Dual Shock Playstation controllers, yes. Not the original Playstation controllers though. The ones without the analog sticks.

Your point still stands too, though.
07/03/13, 06:51   
@PogueSquadron
I agree that Zelda could do with more freedom and less linearity.

It used to be that the game had 2 basic modes. The dungeons which were highly structured, linear puzzles, and the overworld which was more organic and allowed the player to explore where he wanted and tackle whatever puzzles and tasks he saw fit. They provided a nice counter balance to each other.

In SS, there was no counterbalance. The overworld existed in name only, and was simply more of the dungeon style gameplay. There was little freedom to explore and little need to wonder - it was almost over-engineered, an overdose of tight, linear design.

The next Zelda needs to bring back that sense of wonder and freedom in the overworld. Give the player a little breathing room and allow them to experience the world on their own terms.
07/03/13, 22:48   
  Forum main
 +