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The Most Disappointing Game You've Ever Played

bussinrounds

Augur
Joined
Jun 9, 2011
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483
And I forgot about Pro Evolution Soccer 6 also.
There was nothing wrong with PES 6. It fixed the minor exploits of PES 5, improved game balance and had many other small improvements here and there.
Bullshit. They turned it into an arcady end to end game with players dribbling through like 4 defenders and shots flying in on goal every other minute. PES 5/WE9 was a more realistic defensive game with actual battles in the midfield that you could actually play 20/25 min games and still have a realistic amount of shots on goal/goals in most games. VERY rare that we'd actually ever have a 0-0/1-0 type game in PES 6 if you played 20+ minutes. That game is when the :decline: began.
 
Joined
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Messages
15,254
The first major disappointment that crushed my young spirit (and hardened me towards all others) was Doom 3 and Half Life 2. Both supposed to be major advancements in gaming coming from the two leaders of the genre. Tons of debate online about which was better in every way. Turned out they were both shit, and for much the same reasons:

- Both based around uninteresting gimmicks that are only useful for marketing purposes and totally disrupt the flow of gameplay.
- Both have pathetically wimpy pop-gun weapons.
- Both have slow, floaty movement in contrast to the precise, fast motion of the previous titles.
- Both piss-easy even on the highest difficulty.
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Ultima 9, easily.
Runnerup? Ultima 8.
First disappointing game: Eye of the Beholder 3.

I got into the Ultima series at Underworld, followed shortly by Ultima 7. My mind was blown by both games, they were massive, they were well written, they were loads of fun. Then both games got sequels and I was overjoyed. Then I heard of Ultima 8 being in development and waited eagerly. And it came, and I was... surprised.

It wasn't anything like the other Ultima games, that was certain. None of the "usual" Britannian stuff was around. OK, I could get behind that. Keep in mind that I played most of it on a 386 DX 40Mhz processor. Technically it wasn't supposed to run at such a slow computer, but it did. When no monsters were around the came worked fine, but even a single monster on-screen sent me into 5 FPS-land. Playing the game like this, I got as far as the Sorcerer's Enclave. Then I got a Pentium computer, and read that a patch had been released. Then I had another go at it and finished it. It felt anticlimatic. It was a de-evolution of the predecessors. No party, much of the world interaction was gone, the Avatar had a static... well, avatar, and no weather. But by then (1996) I heard talk of Ultima 9 being in development and my hopes picked up a bit. For 3 years I waited, and when I heard it was close to release, I saved up some money just to buy it.

Let's just say that I understand every single time Spoony says "BETRAYAL!" about this game. I've played it twice since then: Once with the latest patch just so I could finish it and be done with it, and again some years later because someone released a fan patch that cleared up much of the plot inconsistencies and tied the game closer to the prequels (aforementioned patch requires that speech be disabled, which is actually a good thing). But never again.

But EOB3 was the first game to disappoint me. It took a while for me to realize it, but it was an inferior game in almost every aspect. Instead of texts being short and to the point, they were long-winded and dull. Instead of challenging you, enemies merely annoyed you to no end. The game is a step closer to AD&D rules, but not in a good way. Nevertheless, I played it through, but after I micro-analyzed the EOB trilogy back in 2007 I haven't touched them since.

But after Ultima 9, there has not been a single game that has disappointed me. Mainly because I became so jaded and bitter after that experience that I made sure never to get my hopes up again. At least I can be surprised by some games in a good way, like Anachronox, the Gothic games, Psychonauts and Eversion.
 

Linden

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Syberia -- This guy puts it well: http://www.eblong.com/zarf/gamerev/syberia.html
The Longest Journey -- I really thought this game would be right up my alley. I was wrong: the plot was boring and the heroine irritating. Really nothing to write home about.
Outcast -- I read about this game as a kid and was bedazzled by its awesome VOXEL GRAPHICS. Finally got around to playing it last year, and yeah...
Avadon -- Even the name is as bland as mashed potatoes. (Sorry to all potatoes)
Gothic 3 -- I didn't have any expectations, but I really tried to like this game. Still couldn't do it.

Honorary mention: Every game that tried to fill the void in my heart left by BG2, and failed miserably.
 
Joined
Feb 11, 2007
Messages
2,952
Master of Orion 3.

I just don't get how the fuck did they manage to create a sequel that awful to a game as great as MoO2. There is nothing, nothing in MoO3 that 2 doesn't do better. What the hell were they thinking?!
 

OSK

Arcane
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I'm replaying this game currently, and damn, it sure is janky. The thieves guarding the bridge out of the first town won't even offer to let you help them if you've agreed to help the constable, who is the first NPC you see when you come into the town x-|

You've been playing way too many Bethesda games, bro.
 

Whisky

The Solution
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Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Dragon Age 2 was such a disappointment that it brought me to the Codex. Keep in mind that I was a Biodrone back then that thought that they could do no wrong, as a result coming to my senses and realizing that Gaider wasn't some witty, but tough mod, but a thin-skinned loser, and that Bioware had in fact changed to such a huge degree and I never even noticed.

Master of Orion 3 was embarrassing for all involved. The official website for it is still up as a testament to its horror.

Oblivion is the epitome of decline and anyone who bought it should be ashamed of themselves. (Yes, I have a copy and yes I am ashamed.)
 

suejak

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I'm replaying this game currently, and damn, it sure is janky. The thieves guarding the bridge out of the first town won't even offer to let you help them if you've agreed to help the constable, who is the first NPC you see when you come into the town x-|

You've been playing way too many Bethesda games, bro.
I've been playing too many Beth games because Arcanum locks me out of paths to complete significant quests without me actually having made a choice yet?

No, I remember this problem from the first time I played it. It's an ambitious, fun game with typically shit Troika-esque design.
 

laclongquan

Arcane
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Searching for my kidnapped sister
Top of the pick is Lionheart Legacy of Crusader. I was so excited about it in development. I was so excited playing until Barcelona finished. Then bang, down you go. It's like you are in the middle of banging this very sexy gal, with foreplay as you have hoped for, and you commence the fucking fantastically, and she fall to sleep at 3rd stroke... WTF?

Fallout 3 is not a huge let down because I know Bethesda and I know there's no way they can provide a Fallout sequel as we hoped.
 

Carrion

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Bullshit. They turned it into an arcady end to end game with players dribbling through like 4 defenders and shots flying in on goal every other minute. PES 5/WE9 was a more realistic defensive game with actual battles in the midfield that you could actually play 20/25 min games and still have a realistic amount of shots on goal/goals in most games. VERY rare that we'd actually ever have a 0-0/1-0 type game in PES 6 if you played 20+ minutes. That game is when the :decline: began.
Have you played PES 4? It's twice as fast as PES 5 and 6.

PES 6 has a slightly faster tempo than PES 5 due to the field being a bit more stretched (bigger gap between defense and midfield), and I agree about the midfield battles, but with 20/25-minute matches I've always had quite realistic stats and results, including tons of goalless draws. I guess you might get more goals if you played a more direct game than I do. I may concede a bit more often in PES 6, but I also score less than in PES 5. If anything, PES 6 is the more balanced of the two. In PES 5 you can score long shots from 30 yards and indirect free kicks from the half-way line regularly. It also has some AI flaws that can be pretty easily exploited, like drawing an opposition full back out of position and playing a through ball to your winger who then has miles of space in front of him, which works every single time if you do it right. Cut backs, fake shots and long through balls are also totally overpowered, as well as players like Adriano and Recoba (or pretty much any player with a high shot power and accuracy). In PES 6 they fixed or at least toned down those things, and that's why I usually play it instead of PES 5 nowadays. I do prefer the overall feel and tempo of PES 5, but it doesn't give you much of a challenge when you know it inside out.
 

BLOBERT

FUCKING SLAYINGN IT BROS
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Codex 2012
BROS ULTIMA 9 IS UP THERE MAYBE FABLE OR BLACK AND WHITE TO
 

OSK

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I'm replaying this game currently, and damn, it sure is janky. The thieves guarding the bridge out of the first town won't even offer to let you help them if you've agreed to help the constable, who is the first NPC you see when you come into the town x-|

You've been playing way too many Bethesda games, bro.
I've been playing too many Beth games because Arcanum locks me out of paths to complete significant quests without me actually having made a choice yet?

No, I remember this problem from the first time I played it. It's an ambitious, fun game with typically shit Troika-esque design.

Bethesda games have lots of choices. You can safely accept and complete any quest without worry about it changing or locking you out of any content. Unless it's advancing the main plot, the quests have little to no affect on the game world. You can easily become the leader of every and even competing guilds. There's no reason not to, really.

Now you're playing Arcanum. You made the choice to agree to help the constable get rid of the thieves. You march up to the thieves and are now confused as to why they won't let you help them. Choice, meet consequence.
 

suejak

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I'm replaying this game currently, and damn, it sure is janky. The thieves guarding the bridge out of the first town won't even offer to let you help them if you've agreed to help the constable, who is the first NPC you see when you come into the town x-|

You've been playing way too many Bethesda games, bro.
I've been playing too many Beth games because Arcanum locks me out of paths to complete significant quests without me actually having made a choice yet?

No, I remember this problem from the first time I played it. It's an ambitious, fun game with typically shit Troika-esque design.

Bethesda games have lots of choices. You can safely accept and complete any quest without worry about it changing or locking you out of any content. Unless it's advancing the main plot, the quests have little to no affect on the game world. You can easily become the leader of every and even competing guilds. There's no reason not to, really.

Now you're playing Arcanum. You made the choice to agree to help the constable get rid of the thieves. You march up to the thieves and are now confused as to why they won't let you help them. Choice, meet consequence.
I'm sorry, but that's just shitty design. I'm being irreversibly punished for simply saying "yes" to the first NPC I come across, when I have no way to predict the weight of that decision. I haven't even done anything yet -- and I can't go back and say "Nevermind" to the Constable either. I merely clicked one "yes" button and they telepathically received such information and give me no option to persuade them to let my actions speak my true intentions, no matter how much Persuasion I have.

No, that's not good design. It's shit.
 

laclongquan

Arcane
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Now this is just strange. IIRC Arcanum first village shouldnt have that trouble, especially the thieves blocking the bridge quest. I always finish everything I can in that village before attempting the bridge, and I dont remember shit like that. You failed a skill check is my guess.
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Ultima IX
Morrowind
Diablo II
Mass Effect 3
Deus Ex: HR
Pool of Radiance 2
Lionheart
Fallout 3
Quest for Glory III
 

Commander Xbox

Learned
Joined
Apr 25, 2011
Messages
277
probably oblivion. after morrowind i was hyped as hell, i was pretty young when i got into morrowind and spent an insane amount of time and replays on it.

then we got oblivion that was a huge let down in almost every single way, especially after id built up how cool a sequel would be in my mind
 

OSK

Arcane
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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
I'm replaying this game currently, and damn, it sure is janky. The thieves guarding the bridge out of the first town won't even offer to let you help them if you've agreed to help the constable, who is the first NPC you see when you come into the town x-|

You've been playing way too many Bethesda games, bro.
I've been playing too many Beth games because Arcanum locks me out of paths to complete significant quests without me actually having made a choice yet?

No, I remember this problem from the first time I played it. It's an ambitious, fun game with typically shit Troika-esque design.

Bethesda games have lots of choices. You can safely accept and complete any quest without worry about it changing or locking you out of any content. Unless it's advancing the main plot, the quests have little to no affect on the game world. You can easily become the leader of every and even competing guilds. There's no reason not to, really.

Now you're playing Arcanum. You made the choice to agree to help the constable get rid of the thieves. You march up to the thieves and are now confused as to why they won't let you help them. Choice, meet consequence.
I'm sorry, but that's just shitty design. I'm being irreversibly punished for simply saying "yes" to the first NPC I come across, when I have no way to predict the weight of that decision. I haven't even done anything yet -- and I can't go back and say "Nevermind" to the Constable either. I merely clicked one "yes" button and they telepathically received such information and give me no option to persuade them to let my actions speak my true intentions, no matter how much Persuasion I have.

No, that's not good design. It's shit.

So how would you fix it?

Maybe put in a cutscene showing a thief lackey witnessing you speaking with the constable and running off to tell the leader to spell things out for you so you wouldn't be so confused?

Maybe have this little guy pop up before any choice?
DHSPv.jpg
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Why Morrowind?

This was my first Elder Scrolls game (because I hate real-time action rpg's so I never played the others). So from a non-ES fan I just.... really did not like it. There was some pretty cool stuff in the game but ultimately I just didn't enjoy it (or ever finish it).
 

suejak

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So how would you fix it?

Maybe put in a cutscene showing a thief lackey witnessing you speaking with the constable and running off to tell the leader to spell things out for you so you wouldn't be so confused?

Maybe have this little guy pop up before any choice?
DHSPv.jpg
lol, nah. I'd just let the player get quests from both the constable and the thieves, and not have anything be locked out until the player actually acted on his words. After all, words are cheap; it's odd that in this first significant quest, words are completely unbreakable promises.

For example, in the same town, I've simultaneously promised to break into the bank and help protect it when robbers come. This is how a well-designed quest system works. It doesn't force the player to make a choice before he even knows what his choices are, much less whether he's actually making a choice.
 

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