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Bonto
Aug 8, 2007

Honey!?
So I recently picked up The Witcher 2, and while I love the game overall - it has its fair share of issues.

Firstly, the "look at something to pick it up" feature is extremely frustrating - particularly when it comes to traps. I find that I'll usually get hit by a trap trying to manoeuvre myself into a position where I can deactivate it, which defeats the whole purpose.

Also, outside of the initial tutorial, the game ultimately fails to "guide" the player on certain features. For example, the first time you are introduced to quick-time events in cutscenes is during a scene where you are dodging a dragon. There is no prompt beforehand to tell you that this is on the way, and the cost of not completing said QTE is death (the game also has the most frustratingly slow game-over screen) I'm not asking for a "THERE IS A QTE COMING UP" warning per se, but maybe giving the player extended time to press the corresponding button on the FIRST example of this may have been beneficial?

Another example I can think of is mutagens - I'm 3 chapters in at the moment and only found out how to use the mutagens (items that can add benefits to the nodes on your perk-tree) from a friend who'd played the game in the past. I don't know how they expected you to find this out for yourself, as the indicator that a perk is "mutate-able" is a TINY grey dot on the bottom right of the perk. I'm not sure if both QTEs/Mutagens featured heavily in Witcher 1 and they expect people to just know these things from playing the first game, but they could've thrown SOME clues to those of us new to the franchise.

There are also a lot of the "blink and you'll miss it" side quests (Ex. "Mystic River" / "Malena" quest), common in these types of games. Which is something I just hate in general - made particularly worse during this game as I'm currently playing the game at the same time as a friend, meaning I have a lot of phone calls in the line of "did you see X?" "no" "Oh then you missed an amazing sword / armour / ability".

ETA - To extend on my last point, this game goes further than just having "blink and you'll miss them" quests, and even has a "don't do a quest the right way and you'll miss another, highly beneficial quest" ones. There is a point in the game wherein you must stop an angry mob lynching a prince by proving he did not curse his own sister. The quest plays out by having you visit the person accusing the prince, who then suggests you see the local mage, who has a note in his den with a crude chalice drawing. After doing all of these tasks, the game then tells you to return to the mob where you can convince them all that there is not enough evidence and that the prince deserves a trial.

HOWEVER, what the game fails to tell you is that if you take said chalice diagram to a group of dwarves within the mob, one of them recognises the chalice and that ultimately leads to another highly beneficial quest. There is NO way to activate this quest outside of this small window - even if you find the guilty party's "chalice receipt" (seriously, there is another quest that allows you to find this) you have no method of putting 2 + 2 (in this case, chalice receipt + chalice diagram) together. And the quest is unobtainable.

Bonto has a new favorite as of 10:13 on May 25, 2014

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Bonto
Aug 8, 2007

Honey!?

The Dregs posted:

Yeah, I bought some super edition of Witcher 2 where you get all kinds of extra stuff and it's just too damned much to deal with. I start the game in town, and if I recall correctly, I had dozens of different herbs and powders and poo poo in my pack that I don't know what to do with. I am not even sure if I can throw them out safely. Added to that I have to learn the several different powers and melee options available to my guy in combat and all in all, it is just TOO MUCH. Can I just skip the crafting part of the game? I have always hated crafting.

I keep telling myself I am going to go back to that game, but I never do.

Honestly I think you can, if you focus all your perks in the "swordsmanship" perk tree then alchemy becomes obsolete (I'm not sure about magic). The only "crafting" benefits you'd then see is in the creation of the occasional weapon, but most times you'd get an equivalent weapon from side-quests anyway.

From my recollection the only time you're ever "forced" to craft anything is in the town I assume you're referring to (Flotsam) - in creating the witcher's silvers sword. After that you can sell alchemy / crafting ingredients to your hearts content.

Bonto
Aug 8, 2007

Honey!?
So I just recently bought Murder : Soul Suspect and holy crap does this game miss the mark on so many things, to name a few -

It gives you a little "X out of X Clues found" counter in the corner when you start an investigation and, being a perfectionist, I refuse to solve the case without all the clues being found. Last night I spent a good few hours SCOURING a tiny apartment for 4 clues that I was missing to complete my counter without any luck, so I just threw in the towel and used the clues I had to solve the case. Turns out this is the first TWO-PART Investigation in the game and you are literally unable to find those missing clues until you solve the first "half" of the investigation. There was NO prompt or even the SLIGHTEST hint that there would be more to this investigation. Would it have been so hard to just have the first half of the quest read "10 out of 10 clues found" and then bring up a second counter for the second half of the investigation? This is made particularly infuriating further on when you assume that your inability to find more clues is due to the case having a second part to it, but there not being one.

It also has the dynamic I've seen in a few "detective" games where you have to pick from the clues you've found to correctly answer the question you're investigating. For example, if you're looking into how someone died - when concluding the investigation - it gives you a screen full of images of the clues you've found with the question "How did X die?", and you have to select the clues that are relevant to the question at hand. At least that is how I think it works, as I have yet to see a logical method to doing this outside of randomly clicking clues hoping that they're the correct ones. Here's an example -

I was solving a side-mission of where a dead girl's body was buried. I found 5 clues all hinting at how the girl died and that she was buried at a location 5 miles away - A witness testimony, the murderers confession, gardening tools, the dead-girls murder claim and a newspaper clipping of a break-in at the location. So when concluding the investigation, the game asked me to select three of these clues to answer the question "where was the girl buried?". I thought the obvious choices were the murderer's confession, the gardening tools and the newspaper clipping of the break-in - easy right? WRONG. I was ACTUALLY meant to select the dead girl's murder claim, the murderers confession and the witness testimony. The witness didn't even mention anything about the body - he merely described how the murder was committed!

As a break from the utter monotony they tried to spice up the game with the occasional demon encounter. You're meant to stealth your way behind the demon, and do a few button presses to dispatch the demon. However, as you have no weapon, if you get caught by the demon you're meant to run away and hide in "soul-pockets" dotted across each level, which you can pass between seamlessly. However, I have not ONCE been able to do this successfully outside of the tutorial example. The demons are twice as fast as you are, so running to a "soul-pocket" without the demon following you and ultimately seeing is almost impossible. Also, logic would dictate that you should be able to travel between these "pockets" without being detected, so as to give you the opportunity to lose the demon and try killing it again. But in my experience the demons see you transitioning between pockets EVERY time, and once they see you they're able to kick you out of your secure little "pocket" and kill you. Add to this the fact that demons won't just walk away when they lose you, but will actively search each pocket until they find you. They may as well have told you in the tutorial "if a demon sees you, reload your save".

I've tried to be as vague as possible so as not to require a wall of spoiler-text, hopefully I've not ruined anyone's future terrible experience with this game.

Bonto
Aug 8, 2007

Honey!?

Xoidanor posted:

They don't actually check the pockets an unlimited amount of time. All you need to do is change hiding spot before they're already heading towards your particular spot and they'll eventually give up. :shrug:

But they seem to always see me transitioning between the hiding spots? It may have just been poor luck on my part, but I had to have been attempting to hide for a good 5-10 minutes before they decided to give up.

Bonto
Aug 8, 2007

Honey!?
Assassin's Creed : Odyssey is a surprisingly good game. Lots of quests, decent combat system and plenty to explore and discover. The game focuses on making sure you always have the best armour rating closest to your level - so you're spending a significant amount of time regularly changing your armour to boost your armour rating.

It has a feature that lets you customise the look of your armour, so that you don't look like someone has just thrown random armour at a chiselled Greek man. HOWEVER, EVERY time you change said armour you have to REAPPLY the aesthetic customisation. It has gotten so frustrating that I've all but given up on the system and now I look like a Frankenstein's monster of different armour styles.

It also has one of these annoying "mouse-control" menu navigations - which annoy me anyway, exacerbated by the fact that there's an annoying glowing exclamation point over your inventory tab WHENEVER you get a new armour, regardless of whether it's weaker than your current set.

As I said, pretty good game, but god drat those glowing exclamation points...

Bonto
Aug 8, 2007

Honey!?
Kingdom Come : Deliverance is a pretty cool game. The combat is incredibly difficult but that is somewhat apt since I'm an untrained kid swinging a sword like a maniac. The start of the game sees you suffer through some significant tragedies, and build yourself slowly into being a somewhat capable warrior. That is, if you don't decide to speak to a girl who was also present at the start of the game and ask her how she managed to escape the horrors that befell both of you. If you do - you suddenly take control of her character, and are forced to relive the entire start of the game from her perspective - difficult combat and all.

I kept expecting it to cut the story short and return me to my protagonist, maybe feed me her story sporadically through the game, but chapter after chapter I just kept playing as the girl - not investing too significantly into her inventory or armour as I kept figuring I'd be returned to the main game any minute.

Turns out I had essentially found my way into DLC which I couldn't escape from. There was no way to "quit" the DLC to return to my original character, no way to reload into my save prior to having spoken to her - and I'm pretty sure it gave me no warning that this "mini-campaign" would sideline the main story for a significant chunk of time.

So now I'm having to restart my entire game, go through the long introductory sequence all over again, and make sure I stay the hell away from the girl just so that I can play the campaign I wanted to.

Bonto
Aug 8, 2007

Honey!?

Oxxidation posted:

the random side missions in Control are pointless, bewilderingly executed and seemingly exist for no other reason than to pad out and interrupt the flow of the game

don't get me wrong, there are a few actual side missions and they're delightful, but you also have a rotating cast of random challenges like "kill x enemy with y gun/skill in z area" that offer minimal reward, can only be taken three at a time, and are permanently purged from your mission select list if you give up on one of them. they're also not properly synced with your in-game progress, so you'll often find your list clogged with missions that can't be completed because you haven't yet met this enemy, entered this area, or acquired this weapon/skill

then there are other random missions where a giant "DO THIS THING OR YOU FAIL" message smears itself across your screen and begins a 20-minute countdown in which you must enter an entirely different part of the map and complete an objective. if you run out the timer, or die at all, or are in the middle of a different objective that prevents fast travel, then you immediately fail, and those missions are also lost forever

they're just so extraneous and add needless stress to what's otherwise a decent gameplay loop

I agree, those "timed" missions and the other pointless "side quests" are completely useless when you can buy "mods" (the rewards for those missions) at any checkpoint in the game.

What has irked me most about Control is that the "delightful" side-missions, as you said, can sometimes work under the assumption that you're aware of what powers you've YET to acquire. I had no idea that later in the game you get the ability to levitate as I've avoided any spoilers regarding the game. This means that yesterday I wasted hours trying all sorts of wacky ways to cross a gap that I apparently was never meant to mess around with at this point in the game. Dying and then having to run the entire way back just to give it another attempt.

Which is another issue with the game. I'm all for the "control point" respawn in certain situations, but can I not just respawn JUST before a boss-fight to immediately restart it? Particularly when so much boss-fights have a platforming element which I am admittedly TERRIBLE at.

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Bonto
Aug 8, 2007

Honey!?
Bought Far Cry : New Dawn a few days ago thanks to the recommendations from this thread (from a few pages ago complaining about the companion A.I, which I agree is terrible). I've overall been enjoying the game, seems less "cutscene heavy" than Far Cry 5.

However, the one thing that irks me about this game is that you have to have a specialised stat to "silent kill" some enemies, which costs a significant amount of "perk points". It is such a frustrating feature. For a game that rewards you so heavily for completing an outpost silently nothing frustrates me more than managing to sneakily make my way behind an enemy only for it to tell me that I've "not unlocked the perk" to stab this particular guy in the neck.

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