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Top 10 Quickie - Things that Stunk This Generation [top ten]
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Poorly Implemented Motion Control |
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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.
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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.
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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. |
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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. |
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@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. |
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