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10 single player game concepts that make no sense

10 single player game concepts that make no sense

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Rating: 4.0; Vote: 1
10 Single Player Game Concepts THAT MAKE NO SENSE DocBravo: I get it but I LOVE starting out with nothing or very little even in a sequel.
Forbidden West gave a throwaway line but in a rush, you could take more than one weapon. IMO, in RPGs, sequels, and others that's where you have to turn a part of your brain off. However.
I see, in a sequel, leveling up again and from basic gear, money, and new items as being a New beginning standard for a sequel and any following it. You progressed in experience and all but in a sequel the standard and requirements are higher/harder.
It's not going back to Level 1 but that first level is now a new Tier of story and gameplay.

Date: 2023-03-24

Comments and reviews: 14


#6 I dislike a lot and here's why. In my honest opinion, as someone who's done some game development, there are better ways to guide the player and make them understand the game world than to give them the answer, as you've alluded to yourself. Mirror's Edge or games like Dark Souls do this incredibly well through landscaping and intelligent visual cues. The important word here is intelligent. It takes a lot more care and effort to do it the right way and you'll likely notice that those practices are from studios that don't care to spend that extra time (looking at you Ubisoft, EA, etc)
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I dont mind the super cool cut-scene in an action game when it takes place outside of normal gameplay.
Like in Halo, where Master Chief gives the Covenant back their bomb. its a cool scene, after you've fought your way there, and it's not like there are any other opportunities to do something like that within the normal gameplay.
The issue comes when the cutscene is protagonist fighting, taking down heaps of enemies, then it drops you into a similar fight.

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Keys are just in places for gameplay collecting purposes. In Resident Evil Village, to get to the factory you need to insert vials onto the hundred years old stone mechanism to raise the bridge from underwater. The vials was only just made yesterday with Rose's body parts in them. And the factotry was still running all this time. So really how do the villagers been traveling to the factory in their normal daily routine?
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Regarding number 7 GoW3 actually did a great job of carrying over Kratos' abilities from the end of GoW2 -- he even starts out with the endgame weapon Blade of Olympus. But later after facing Zeus (again) he falls off Mt. Olympus into the River Styx and his powers and health levels are drained by creatures in the water and he has to regain everything. IMO this should be how all video game sequels are done.
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i think skyrim had almost non of these problems, you can pick up almost anything that your enemy wore, there is no leveling imbalances, your companions do real damage, and it s kinda overpowering to have a companion with you, the puzzles are fine and perfectly implemented, i think the only problem it has is the immovable objects which is technological limitation and we cannot really do anything about it
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It's funny you mention how characters will do badass stuff in cutscenes, but appear weak during gameplay, because the Yakuza series does the exact opposite. In cutscenes Kiryu will try avoiding gunfire by hiding behind cover and whatnot, but during gameplay he can shrug off hundreds of bullets and still remain standing.
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Kratos is old enough to still be at his full potential from his youth because he is still half human and aging and the company I think wants to take him out of the picture a little and replace him with his son. maybe he a solid reason why we don't see him smashing things easily anymore. it's a bit pointless and sad.
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then there are those games that don't take you for a idiot and just use one quick small level to quickly show you the controls in neat little popups when you get to certain parts of that level that require it before sending you on your way: Ah yes, another gamer! Let me just show you this and this for a moment.
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Devs have gotten lazy. You cannot interact with 75% of the world and the days of Battlefield destruction physics have been forgotten and replaced with shiny objects that you can look at but not touch. Alone in the Dark wasn t a good game but it had more mechanics than any game made since.
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Slay large monsters? Saved the world? Ended the lives of hundreds of warriors? Mastered the most mythical of spells? Obtained the treasures of legends? Literally came back from the dead by walking from the afterlife?
Level 10 bandit: Never should have come here!

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Out of the entries in this video, the one that I most agree with has to be hands number 2 companions bullets not doing any damage b/c while I understand it sometimes it can be frustrating doing all of the work in a game when you have companions.
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How bout games where your attack is just ignored or does absolutely nothing to any enemies even though the enemy HP is going down many single player games does it mostly RPG's make your game character look like they are swinging nothing but air.
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The original Dead Space told you at least three times to cut off the limbs, and it was a massive part of the marketing of the game. If you're playing Dead Space, the player should have already known that cutting off the limbs was a core mechanic.
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For me is the Ammo for your exact same weapon spread all over the place even when that place unexplored, a tomb or an other world. Like Mass effect adromeda, you arrive at an unexplored galaxy and lay all over the planets are ammo just for you.
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