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12 more single-player tropics that need to die - Games - Video Peel Mailages, Instructions, Exemplary procedures, reviews and cultu


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Everything is open worldwide

Open World Games are another genre, which has become increasingly popular in the last ten years - which is excellent because they are exactly the definition of immersion and value for money. But do we really need every game\-for-india-against-qatar-says-igor-stimac-2454986/RK=2/RS=rJFz3G6JZ3A0DuN.iB.LOYC8HIQ-" title="game to be an open">game to be an open world? It seems as if focused, scripted, guided experiences that end in about a dozen hours, now a derogatory race, and that's a real shame. Look at something like a plague tale: Innocence, a game that was completely linear, but one of the best and unforgettable experiences of the year 2019 delivered. We are all for huge, diverse and convincing open worlds in games, but if that's so show does not fit, it is not necessary to force them.

Enemies with a death wish

How many times do we play games and encounter enemies that are unaware of huge, red, explosive barrels as if they wagden and scream stupid with the arms in the air, "here! Look at me! Explodes this barrel! "Red explosives barrels themselves are a time-honored tradition in games, and nobody really takes care of it, but enemies have to be so stubborn that they can not even stand in the middle of a fire battle a few steps away from them?

All skills lose

1974 FIFA World Cup Opening Ceremony

For some reason, we come across a game from time to time, in which it is a good idea to take away all their hard-developed skills or at least their very best skills during the game. We can see what these games trying to do - challenge players to prove their skills with a crutch. And although that should be interesting, it is rare. It is usually normally annoying. Do you remember the part in Xenoblade Chronicles 2, in which you did not have Pyra and is forced to fight with shitty regular sounds? Yes, that was not fun.

stupid qtes

It seems that the playing audience is in general despite faster dentures, but they can actually be pretty cool if they are properly implemented as in the older God of War titles. But sometimes - the hell, mostly - they are very, very poorly implemented. They are without reason and do not just add anything meaningful to the game, they also make no sense. Press F to pay respect? Who to the hell kept that for a good idea?

by gaps squeezing

Two games come to mind when you think of moments in which a protagonist pushes into the walls through a narrow room in the walls to get to the next room - Uncharted 3 and the recently released Star Wars Jedi: Fall Order. We will certainly find that these moments exist for developers to bypass hardware restrictions and act as masked charging screens while the next room is loaded. And they are certainly better than actual charging screens - but some games - like the two above - are used something too free, and they eventually become repetitive and easily annoying. With the advent of SSDs, developers will have such tricks hopefully do not use in games on next-generation hardware.

Forced vehicle parts

Obviously we do not have a problem with all vehicles sections. For proper use and when the vehicles make themselves fun, these sections are excellent. But think of something like Batman: Arkham Knight, and you will understand why we have a problem with forced vehicle sections. If these sections take away the best parts of a game and if you do not even have fun (and in the case of Arkham Knight, if you make it, make something like the batmobil boring), we can not stand it just.

Ubisoft Towers

Ubisoft towers have been a time-honored tradition in open space for over a decade, and although they started as interesting mechanics, they are now overpaid that it is hard to moan at their thoughts. They are so excessively structured, so mechanical that they seem to miss the point of open-world design - complete freedom to do everything they want. Luckily, Ubisoft towers now becomes a rarity, and we hope the day they are barely more than a blurred memory is not far away.

Always online games that solo can be played

Multiplayer games are acquired from year to year, but when developers start using multiplayer philosophies in games that can be played alone, it hurts a bit. It makes sense why, for example, Sea of ​​Thieves always has to be online - this is integrated as a common coal title into the core design of the game. But what about something like Ghost Recon Breakpoint? Yes, this game is a co-op experience, but you can play everything yourself if you want, and if you do this, it's a pure solo experience. On the other side of this medal is something like Death Stranding, a game where multiplayer mechanics is crucial. However, if you want to play it alone, you can do this completely offline. Why can not play more plays?

time missions

There is to be fair, examples of games where time-controlled missions are performed correctly. The legend of Zelda: Majoras mask, for example, is based on timed missions and is fantastic. But games have to do many things right to make sure that time-controlled missions are not nervous. Because when these missions are combined with strange design decisions, a frustrating camera, tricky controls or a combination of the above mentioned, you can be an absolute nightmare.

Bad bad that does not fight battles

If we encounter a big villain several times, we look forward to an epic boss fight against him. And the games that do not happen that can not be different than disappoint. How disappointed were all when we did not have a massive fight against Harbingen in Mass Effect 3 or when there was no encounter with Skull Face in Metal Gear Solid 5?

Degredation Mechanics

This is a little controversial because there are as many people who love mechanisms to deterioration of weapons and armor as those they hate. For the most part we fall into the second warehouse. From time to time and make sure that they are not to be damaged, repair them and worry, make sure they can find replacement if they can no longer be repaired, all things - most - just in the way is fun, quite To mention the compulsory scroll through the menus to make the necessary changes. Maybe there will be a time in which developers find a way to implement degradation mechanics in a popular way, but at the moment this day seems very far away.

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