There is a very good example why forced tutorials are still a thing: Because of people like the Game Grumps who think they are so good that they don't NEED a tutorial (when in actuality they do) and then later on start complaining that the game never explained something (even though it was explained in the tutorial).
i miss manuals, that was the good shit, didn't need tutorial in games, and the best part is that you can read a manual faster, than a tutorial that can last hours!
DLC is fine with me if they are good and well priced, GTA 5 is a good example the DLC is most of the time is good and they are all free, and you could buy shark cards but you dont need too, as demenstated by the channel "TheProfessional" he has 800 Million dollars all grinded out.
@@brianpguil that will never happen because it makes alot of money. It will only stop if there's a law against it, or people all together stop purchasing dlc. Blame the consumers not the developers
As well as not being able to pause cutscenes. Can't even imagine how often I missed some plot because the doorbell rang or I started to smell the smell of burning food coming from the kitchen.
Oh, yeah, the Riku fight at Hollow Bastion in KH was a great example of that problem. Thankfully, KH2 had the skip cutscene thing so at least that was solved.
Several games have. And other games have improved the AI so sitting in one spot under cover is not nearly as feasible an idea anymore as it once was. A few games even try to mix the two. Cover at this point is not so much a limit of a practical style but suffers somewhat from programming limits. If the AI is too smart then it is unfair for a majority of the people. If the AI is too dumb then it is too easily exploitable so game companies have to strike a balance. Cover based shooting isn't going anywhere because open area shooting like he's asking for hasn't gone anywhere either and is still just a prolific with the same exact limitations. if the AI is too smart then such a game still is just way too hard. and if they are too dumb it's just as exploitable. Both exist simultaneously in gaming represented by different games and both have the same exact problems.
see, i don't mind random encounters as long as they're well paced. i shouldn't be hitting a new fight every 2-3 steps (ditto cave in pkmn) but you should have enough battles that you don't need to grind to beat the boss.
Despite what he said Many games actually still run on a random encounter system. Some of them just have some visual tweaks to them to make them feel like you have some control. It hasn't gone anywhere. things have wavered somewhere between memorizable set encounters and random encounters across many genre's for a long time with certain ones being much more prone in certain genre's than the other. Sometimes what creates that randomness is more obvious and easier to manipulate. sometimes it isn't. Been true of video games for a long time.
I can get behind this to a degree. To me thought its much more exciting to have enemies in the overworld as it makes the world feel more active and alive. Also some games such as the Mario RPG's allow you to attack enemies in the overworld for a first strike and enemies can do the same to you. So much nicer than first strikes being decided by RNG.
@@PigeonLord21 Games have mixed the two in the past. For example the Tales series of games has done this for a long time. Seeing overworld monsters move within a certain distance of you but they are actually randomly done so there can be a lot of them or a little. And there are areas of like forest and stuff where they can be hard to see they are there. As well as being a bit more predictable just how many there are in certain areas like some dungeons. The two concepts are not necessarily mutually exclusive.
NumberOne#1 Ikr. I’d like to see such an underrated console get more recognition for its amazing games, but it sadly doesn’t look like much peeps are interested in seeing a video on it.
Top Five Bad Games With Good Ideas. Just because a game itself is bad, that doesn't mean that it doesn't do anything that can be picked up on for other, better games. Alternatively, Top Five Games Released on The Wrong Console Okay, so maybe the developers wanted these games on the console from the beginning, but what I meant is "games that would have succeeded on some other platform."
Jamey Stegmaier is a board game designer who does videos on "My Favorite Mechanism in [insert game]." He regularly talks about games that were bad overall but contained one innovative mechanism that was just waiting to be re-utilized in a better game.
Personally, I don'y mind random encounters. It's better to have options to mitigate the rate of encounters through items rather than removing them entirely.
The bravely default/bravely seconds method also works. You don't want random encounters? Just turn them off. Underleveled? Just set it to 200% and encounter an enemy every 5 steps. No consumables and only 1 or 2 times where the mechanic gets taken away from you (in the form of bonus dungeons)
@@the-NightStar Many games actually do that or have a toggle/item that lets you do that. Or an auto mode for when you are powerful enough to not need strategy.
"This thing is terrible, and i hate it, but I'm not willing to offer any kind of constructive, useful criticism. I'm the average RUclips comment" One of your best lines yet.
Not sure if it's an one-off, but it's still uncommon for it's genre so... Mother 3's combo mechanic was really clever and well used, I'd love to see other RPGs do something similar.
Combining powers from Kirby 64. I have no idea why they never brought that back; it seemed like not only a huge improvement, but the next logical step. It would be like if all the 2D Marios after 3 never had levels where the screen could scroll vertically; they were all purely horizontal.
I love cover shooting mechanics, I'd never want those taken away. I can't play first person games, they make me motion sick so I don't care how "exciting" they are vs third person, Third Person is what I can actually play and I love the Gears of War games. I don't care if every fight is the same if i'm enjoying it. I completely agree about Random Encounters though, I hate those and the removal of them is aways acceptable
@@breloommaster12 Random Encounters still have a place in certain games, even beyond RPG's. Some open world games effectively do this when they spawn enemies within a short distance of you, and that's part of how you keep an open word constantly engaging. Besides, a lot of games that do the "show the enemy from the overworld" still force you into battles at points, often by making an enemy guard an important location or making enemies able to chase you down. Cover Shooters only became stale because taking cover was often the only viable mechanic. When games offer it as one of multiple options, or mixes it up with other elements, it works better. That's why it works in Metal Gear Solid, Vanquish, and to an extent Uncharted. The "Sprint/Stamina" mechanic is less of a bad mechanic and more of a misused mechanic. When used as a substitute for effective methods of traversing the world, it sucks. When it is treated as something akin to MP in an RPG, and is simply a way of budgeting certain actions, it can work great. Examples include Breath of the Wild and Dark Souls. The concept of stocking up on Extra Lives isn't universal anymore, but it still has its uses. Mario Maker 1 and 2's 100 Course and Endless modes alone are an example of this, despite RL's using it as proof. Some games are still released that give you a few lives per level where a level has checkpoints, creating a system that encourages players to master a level rather than save scumming a short section. Mega Man is an examples of this. Donkey Kong Country does something similar, except you'll spend most of your lives trying to get those collectables. There are also games that reimagine lives to an extent, such as the Stock matches of Super Smash Bros, where players can grab items to regain stocks or give them to an ally.
For Extra Lives, I really think they've become less common and seemingly less necessary because of the decline in traditional platformers. The 80's 90's and 2000's had tons of platformers, but lately we've seen less and less of the likes of Spyro, Donkey Kong Country and other classics which used lives like you said, making players have to master a level to get through it. The popularity of the Crash and Spyro remasters proves that such games are still worth making. So it's not that Extra Lives are outdated, but that the kinds of games that make the best use of them have become scarce.
I can get that random encounters may have place but atleast give the option for either random encounter or overworld enemies...honestly maybe overworld enemies is part of the reason I really love the gameplay ov earthbound and how if your really strong they run away from you and sometimes you can get the skibattle entirely
A button to go slower instead of faster would make movement more fun. Your basic movement speed is perfect, but you can make it tighter/more stealthy if you need to. Crouching kind of does that, but it's also present in the same games that have sprint buttons.
quick time events are actually a lot of fun if implemented properly, for example, at the end of a huge boss fight, you could have a quick time event so the finisher move that the character does to finish off the boss feels more interactive(bayonetta), or if they replace a non-interactive cutscene with quick time events so it feels more interactive,but if they replace a huge bossfight with just a quick time event(halo 4), then that's a terrible game mechanic that makes the game feel like tap tap revolution
@@maxwell9561 They did that in Spiderman: Web of Shadows and I didn't really mind them because there was actual gameplay before the end of the boss fight. It's still not something I like that much but that's definitely the better way to do it
The best part about random encounters in the SMT games is that the random encounter can be a random ambush, and it can consist of the enemies attacking nothing but the protagonist. So it's not a random fight, but rather a random game over. Gotta love those after having gone for nearly an hour without saving.
So according to RabbidLuigi: - Cover shooter that makes it fluid to protect yourself and shoot? Bad - FPS where you awkwardly peek around a corner to take potshots towards enemies? Good In games like DOOM it makes sense since you're playing as an unstoppable, demon-asskicking force nature. In games like (ffs...) Call of Duty, it makes little sense without using regenerating health (which you also advocated as bad) or outlandish futuristic settings (which players don't like).
I'd be fine with random encounters if it was exclusive to tall grass or small little patches of land you could theoretically avoid, but when it starts occurring in things like caves and dungeons where there's no escape I would rather randomly encounter the grim reaper in real life
Cover shooting shouldn't go a away, it's an immersive mechanic that makes fire-fights feel more chaotic and dangerous, but it should be an _option_ as opposed to being the foundation of the combat system. It should also be paired with mechanics that support making decisions; for a negative example, just picture any shooter with hit-scan weapons and recharging health. In a game like that, you either dumb down the difficulty or the only viable strategy becomes turtle-ing like a coward. A surprisingly positive example is actually Mass Effect: Andromeda. The mobility mechanics, health system, team commanding, special abilities, and combo attacks all encourage movement and strategy. It's not perfect, enemy sponginess and boss encounters tend to break the system, but when you've gotten a good build going, the average firefight is actually dynamic and fun, with the cover system existing for the only purpose it should: taking a breather to reorganize and prepare a new strategy. This is, of course, onl possible when you aren't falling through the scenery or getting stuck in an animation loop or just plain crashing, but that's the reality of playing ME: Andromeda.
@@willmistretta I guess it's more to do with having a game be very difficult and not offering any compromise. Also note that the first three examples of his list are actually positive ones of what constitutes a good challenge, while the other three lean into the fake difficulty realm.
@@kailikwoh498 They serve different purposes to me. You have to approach a strict memorizer like Battletoads the way a classical musician approaches a lengthy and intricate piece. It's not jazz; you don't get to improvise. You have to lock down every note, every phrase, every movement and then drill on them until your execution is almost automatic. It takes hours and hours, but the satisfaction of nailing a full performance is considerable. Not everyone has the temperament to enjoy a process like this, of course.
@@lyncario5515 at least there's an explanation there. have you seen the excuse they had for not-unlimited ammo in ME2, for example? they even lampshade it
on this line of thought, features that get better-but-somewhat-different version in the sequels think megaman battle network the first game had the lackluster ElementArmor and luckilly, that died there. second had the way more efficient StyleChange. which made little sense on how they matematically implemented it, but meh third to fifth have the DoubleSoul, and the fifth specifically the pretty exploitable ChaosUnison fourth and fifth have the darkchips and the darkness half-hidden system the sixth hae SoulCross and BeastOut
Vanquish handles cover shooting the best I've seen. The cover is THERE if you really need it, but you're discouraged from using it if you want high scores, and you're given all kinds of alternative mobility options to actually have fun with the combat.
@@sigurd8382 at least you can confirm or deny, with pokemon, you're spoon fed every, SINGLE, FUCKING, TIME. no skipping at all, with persona, you can gloss over it. skip it if you've already played or seen someone play
@@CallieBladerTutorials really can't win. While there are a few really really bad examples of tutorials that you can get stuck in. Most really aren't that bad, don't take nearly that long, and do something to set up the story even if your trying to ignore it. But when they are made fully or easily skippable they get flack there too, often with people complaining they are too bare bone or don't teach game mechanics well enough before just letting you into the game world when as often as not the feature being complained about was something in the tutorial or some ability pickup point in a game that people decided to mash through because they "know how to play the game" or "just want to get to the action" which creates and awful paradox where no matter what people are going to complain. Just like people complained that all that tutorial information should just be in the game if it is so important but now people complain that they should just be able to look up such things in supplemental material that was gotten rid of because everybody demanded that all that stuff be shoved into the game itself.
I mean, I could understand game specific tutorials, but the common knowledge tutorials? *Press Forward on the Analog Stick to move forward YoU bRaInLeSs GaRbAgE eXcUsE fOr A hUmAn! I bEt YoU dIdN't KnOw ThAt DiD yOu?* They sicken me
Top 5 most infamous games. Note that I don’t mean worst, but instead mean the games that struck up as much controversy, hate, and publicity as possible. Also you get a free infamous joke for the description.
I also like how Bravely Default handles random encounters. The game lets you set your own encounter rate. You just need to fetch something or have to go back to buy some items? Just set it to 0%. It's been a while, so I don't quite remember all the different settings, but still... You actually had a choice and could always change it in the main menu.
NEVER EVER Remove the run button from my 2D Mario games.... What will I be holding down at all times if it's not the run button? RIGHT??? Ok yeah I'll hold that down forever as well.
Well you also need that button for other things like precision jumps and so forth so it's not just a run button. Plus you don't always want to run if you need controlled movement to set up a difficult trick.
I’d like a combination of random encounters and overworks sprites in Pokemon. Maybe have the random encounters in the water when you can’t see below the surface or when entering a cave have a chance to be attack at once.
considering we are at the 8th generation and second decade, they would let us skip the tutorial, or at least shorten it. quoting an old runescape forum thread: new players are not chimps
4:16 Grandia was the first to introduce physical enemies on the adventure map, you could even see what enemies made the group and you could ambush them, or get ambushed yourself.
5) -Random encounters: disagree, I adore this mechanic. 4) -Cover... yeah, sadly agree 100%. I miss S4 League, it was more about dodging. 3) -Sprinting. Umm... how's this a bad thing? I mean yeah, most games should have the Devil May Cry 4 mechanic of automatically sprinting after a few seconds of normal running, but I don't think it's too bad. 2) -Unskippable tutorial: yeah, it bothers me but... well some certain game journalists of all people can't go through those tutorials. 1) -Lives. I like them. Just that.
I was actually half expecting him to lament the loss of the punishing lives system and express disappointment that unlimited continues makes some games too easy. I was honestly caught off guard. There are good cases for both designs and frankly I just think it depends on the game.
I've seen #5 handled well (other than "not including them"), but it's incredibly hard to pull off; you basically have to build an entire game around it. In the Battle Network games, random encounters can only be found in the cyberworld, so you're not constantly bombarded by enemies by taking the bus in the real world. There are items you can buy cheaply in both worlds called SneakRun that repels encounters. If your max HP is greater than an encounter's (hidden) challenge rating, SneakRun prevents you from encountering it entirely until it wears off. 3 also added an equipment mechanic, allowing you to equip a permanent SneakRun; thus, you can have it on all the time. Skipping random encounters doesn't hurt your character's power, either, because there is no experience system; instead, you buy items to boost your max HP, and the attacks are computer chips containing weapons that can be used once per chip, per battle, from a folder of 30 chips. Most of these chips can be obtained from finishing random encounters quickly and skilfully and then added to the folder from your collection, but you can also buy them or get them as sidequest rewards, so you don't lose much by using SneakRun once you have the chips you need.
The Persona series starting from 3 (I don’t know about the ones beforehand) has the monsters appear on the map and you could even take them by surprise to get an advantage (though they can do the same to you). Same with Evolution Worlds. It’s a lot less frustrating than going into a random encounter and the game also randomly decides if you take the enemy by surprise or the other way around without any input on your part.
I kinda wish mgs3 had a tutorial for some of the more fiddly cqc moves The boss just says snake do you remember the basics of cqc but doesn’t bother to give a refresher course
There is a very easy solution to the overuse of cover in third person shooting games. Stop making the players so slow, and stop making every weapon aimed at the player a hit scan attack. Those can't be avoided because the player characters move too slowly run away from enemy aim, especially on higher difficulties, and because being hit scans means the moment the enemy fires, you are hit.
As okay-at-best Sonic Forces was, the fact that it was finally a Sonic game without extra lives really elevated it higher than it would otherwise have been for me.
The best way to change microtransactions into something good (that some games are already doing) is to make them only accessible through in-game currency. Make players actually play the game more if they want those lootbox ultra-rares. Maybe they'll actually feel a sense of pride and accomplishment when they get them.
5) I agree. Thankfully almost every single JRPG from the mid 2000s and onwards doesn't use random encounters. 4) There are two categories. Shooters with optional cover mechanics and shooters where you can only progress by using them (Gears of War being the worst at this). I don't mind the first category. I prefer having the option of taking cover while healing instead of clumsily standing or crouching behind a wall. 3) I kinda agree, but to be fair there aren't that many games where you need to walk/run that big of distances without a different means of transport. The only series I can think of is probably Fallout. In Zelda you have a horse in most games, Farcry a variety of vehicles, Assassin's Creed a horse as well. In fact, most of the games have a fast travel option anyway. 2) I agree. Especially in JRPGs which in many cases the tutorial can last multiple hours. 1) Lives should only be a thing in platformers or arcade style games. Simple as that. Lose a life you continue from where you left off. Lose every life you start from the beginning of the level. No need to make it harder than that. After all in the past the only reason they had this system is so they could justify charging you $60 for a game that lasts around an hour at best.
pokémon fans are one of those communities where basically any change you can possibly make is going to piss people off, and there's nothing you can really do to avoid that because ANY change will annoy people. Also the complainers naturally tend to be a lot louder than the compliments (as per usual), but again - especially so in that community.
Pokémon gives you a lot of ways of avoiding REs tho. If you don't want to initiate them, you can just... y'know, avoid the tall grass or stack up on Repels. Really simple and convenient, clearly overdramatised by Rabbid.
On the topic of random encounters, I recently played a stellar Atlus RPG called Radiant Historia: Perfect Chronology. It did away with random encounters by instead having enemies appear on the map and pursue you if you’re sighted. You can avoid them if you don’t want to fight or slash them with your sword to stun them and open them up to a preemptive attack. A lot of RPGs I like, such as the Mario and Luigi RPGs and the 3DS port of Dragon Quest VIII, have also done away with random encounters. And I am all for the concept getting phased out more and more.
Top 5 Most Poorly Paced Games (Sonic Heroes seems like a good candidate) Top 5 Games that Force Multiple Playthroughs (do I need to say it?) Top 5 Most Creative RPG Mechanics (I personally like Toby Fox's mechanic of being able to avoid getting hit, rather than just sitting there and being forced to take it)
Wanna know what's outdated? Playing a game normally. After all, there's a reason the challenge videos on limiting your abilities in games are more popular.
Funny how people want perma-death in Pokemon nutzlocke challenges, yet a lot of people never want to tpuch the older Fire Emblem games because of perma-death. I've seen some gaming youtubers making these hypocritical statements.
Changing microtransaction to be good and useful: Simple, once you buy one you're moved to the P2W server where you'll get dunked on by whales for all eternity.
A few years back my friend got Pokemon crystal (my first pokemon game) and was familiar with the broad strokes cause he'd played Soulsilver. One day at school he asks me "When do you get the running shoes in the original game" to which I grinned and replied "You don't. Have fun walking until you reach Goldenrod" the look of his face just sinking was priceless. The walk never bugged me cause I played the og way more than the remakes so I was just laughing at the whole thing.
I didn't know of the pokemon fan club giving you the bike ticket, so I did the whole of my first run trought blu on walking speed. the equivalent of "my way, under the snow even in june, uphill both ways"...
I'll be honest, random encounters in Pokémon stopped being much of a problem when Repels were introduced. And tbh, if it was left up to the player's choice as to whether or not to fight an enemy, they'd skip as many battles as they possibly could, hit a difficulty roadblock and then wonder aloud "BWUH WHY DIS SO HARD????" so I'm not surprised random encounters have existed for as long as they have.
They exist due to laziness, just like charging 33% more ($40 to $60) nets you now half the content with all the removed Pokemon. Models are ripped from the 3DS games, and graphics look sub-par even for a Switch game (though polish is possible before launch tbf).They don't deserve benefit of doubt.
For me I would put random forced walking segments, they slow the game down, add nothing to the experience, and makes going back to replay a game a tedious slog. It wouldn't be so bad if we could skip 'em but that's rare
My day job is Instructional Design. I make digital training games for office professionals basically, so it's like I'm constantly making tutorial levels in a way. I find the main thing that separates a good tutorial and a bad one is the design philosophy of affordance, which means the function is inherently communicated by its design. For example, a door with a flat metal panel, which has nothing to grab onto, is a push door and a door with a handle, which does have something to grip, is a pull door. You have to accept that a good UI is like a good joke, you don't have to explain it, so you don't waste your time explaining a health bar. You have to accept the player's mental model, the experience they've had from other interactive systems, and their basic capacity for problem solving so you can show them things in context. Give them the 1 and 1, let them make 2 on their own. There's a training model called 70:20:10 that says only 10% of what we learn comes from formal training. 20% is social, those around us, word of mouth, tips and tricks. The other 70% is experience, actually doing the thing. There are already a lot of great articles about how Super Mario Bros and Mega Man X have fantastic tutorial stages, I'd hasten to add The Messenger to that pile. I've been playing it and right at the start you've got other ninjas racing you and performing the cloud step technique, you get to see it (Super Metroid does a similar thing). When you get new tools and abilities, you're immediately allowed to try them out in a safe environment to get a feel for them. It gives you the bare minimum explanation because the interactions explain themselves. Some people mention Far Cry Blood Dragon as a great tutorial but I'd disagree. It goes over the same steps as other mundane tutorials, use the left stick to move - shocking, and just disguises it with humour mocking the tropes. It's not good comedy, a parody is showing you can do the thing better with a tongue-in-cheek tone towards the original, Blood Dragon only succeeds at highlighting the fact their tutorial doesn't work and they've failed to think of anything better. Sorry, I could talk about this all day so I'm just going to stop there XD
personally i love random encounters in pokemon and hated not having them in let's go it's the not knowing what's going to pop up next that is part of the enjoyment for me it's almost like gambling is going to be the rare encounter or even better a shiny or just another damn pidgy?
_Pokémon Let's Go:_ Finally gets rid of random encounters, creating a far more interesting overworld. _Pokémon Sword and Pokémon Shield:_ *Brings random encounters back.*
Personally I think the dying off of limited lives does have one major drawback to it in the form of the slow decay of elaborate Game Over screens that make your failure feel even more punishing.
When I hear "Game Over" I think of Star Fox 1's Game Over screen with Andross. Of course I didn't know who that was until many many years later so it was just some scary looking monkey showing up to mock me when I died.
My biggest gripe with the cover system is how predictable it makes battles. There's this sidequest in Mass Effect 1 in which you get into a dungeon, halfway through there's an open area filled with chest high obstacles, but no fight. You proceed further in, get your objective, start getting out and bam, battle time! Man, I sure didn't see it coming! NOT!!!
Today is a sad anniversary for my family 😢 but seeing a hilarious new video makes me feel a bit better. Also that title makes me think of “Idiotic NPCs” especially when they’re part of an escort mission, my two main examples are that one idiot scientist from Spyro: Year of the Dragon and the other ... do I really need to say it??? Hint: *LEON!!!* Thanks for another great video RabidLuigi 💙🕊💙
Lady Leomon yep the redhead from goldeneye. She made bunker 2 the worse especially on harder difficulties, she would never get out of my way, and then she would be shot and then I would have to start over
I think "random encounters" is perfect in Persona 5. The enemies are in your way but you can easily see them and avoid them or even run away on the spot without going into battle in exchange for enemy awareness that if it goes up too far, you have to leave the palace and go back later which you can decrease by initiating combat on the enemy and ambushing them.
It's specifically a "sprint button" he has a problem with. Like. Really, you have an analog stick. Analog. That means if you push it gently, you should run slower. And all the way should be top speed. You shouldn't need a "second gear" button, the game should just have faster movement. It's a valid point
Cover shooting is realistic. Why would you stand in the open and fire your gun completely exposed? If you were in a real gun fight you'd be using any cover available to you.
When badly implemented, it's very unrealistic since the enemies in many games do nothing to outflank you or flush you out of your cover. Also, the amount of cover available is both way overdone and way underdone at the same time: chest-high or full height cover is abundant and everywhere, but crawl height cover doesn't exist and is not even thought about.
@@JaelinBezel Nonsense. Some people find their fun in realism, others find their fun in escaping it, but ultimately everyone plays for fun. Fun is subjective. And cover shooting can be fun ! It's not that simple. The problem is essentially when games use it as the easy option, without making it interactive or innovative.
I absolutely love games that mix up the movement options and mechanics because it instinctively pushes you to see how far you can stretch or optimize them all on your own, which can lead to very fun tricks and speedruns. It's why I play Pathfinder so much in Apex Legends, doing your best to calculate how to use your grapple from every angle and surface ever to send you slingshotting across the map is so satisfying. Even if you aren't playing Pathfinder, the fact that you can simply slide is a whole step above most other games as it builds up momentum and is even faster than running if timed or used correctly, like chain sliding off ledges if you hit the right angle to keep your speed high and even increase it, even when a slope is no longer available. Warframe is also very good with movement options with certain characters and their abilities, and even without said characters when it is as simple as just shift crouch jump over and over you can optimize it or use the character mods to make it faster and use your bullet time in interesting ways to give you that extra horizontal drift to make it to the next platform that you wouldn't have otherwise.
"I'm a grown ass man, I can take care of myself" To counter point this, and this whole entry on the list about tutorials needing a skip button, I have literally two words for you: Arin Hanson
@@gigawarman12 Oh no, that was a thought too, but I specifically brought up Arin instead because he's not necessarily just inept at games. He has the bad habit of intentionally glossing over the tutorial and then complaining about it later. The Polygon issue with Cuphead is a far more basic level of ineptitude of the guy being stuck at the tutorial itself, which doesn't fully line up with RL's point of FORCED tutorials.
@@FluffyBunniesOnFire The tile/picture puzzles aren't fun, to me; they take ages, even when you understand the mechanic, and know what to do. That and they've been done over and over since earliest days of games with graphics.
I mean, he is talking about mechanics from games so everything is gonna be pretty specific. If he was talking about (for example) entite genres is would have been different.
3rd person shooters with cover? Well, the actual underlying issue are the controls. Those cover shooters were basically invented FOR CONSOLES because dual analog is sh*t and will always be sh*t for precise aiming. I mean there are other workarounds than cover (bullet time, shields with cooldown) but you simply can't remove the crutches before the person can walk without them.
I think the reason why cover shooting is so prevelant in third person shooting games is that due to the camera perspective you are able to see targets without revealing your hitbox. Even if there wasn't a designated cover system you'd still crouch behind cover simply because it's the safest way to play it. You can pretty much just sit there in the middle of the battlefield being basically invincible and wait for a good opportunity to attack, it's quite a natural consequence of third person being third person. Also, something that kinda annoys me in third person is that quite often the camera is displaced towards like the right side of the player character, making peeking around a corner to the right far more advantagous then peaking to the left since you are able to see more before revealing your hitbox.
I've seen so many times where someone skipped over a tutorial and then got stuck shortly after because the game required you to do an action that it showed you in the tutorial.
I've never been a fan of calling mechanics outdated. Nothing is really totally outdated. Pretty much every mechanic can be retooled in some sort of interesting fashion. Screw random encounters though.
There is a very good example why forced tutorials are still a thing: Because of people like the Game Grumps who think they are so good that they don't NEED a tutorial (when in actuality they do) and then later on start complaining that the game never explained something (even though it was explained in the tutorial).
i miss manuals, that was the good shit, didn't need tutorial in games, and the best part is that you can read a manual faster, than a tutorial that can last hours!
That's why I liked Breath of the Wilds opening. Forced but you get to discover mechanics organically.
@@michaelnorrisisdabesteva yeah and the funny thing is that the tutorial is the hardest part of the game if you do a no climbing run
But they skip over the tutorial and forget everything anyway, so it doesn't matter if they're not listening in the first place.
That's their problem for being idiots
Hopefully one day micro transactions and horrible DLC practices will be on this list.
DLC is fine with me if they are good and well priced, GTA 5 is a good example the DLC is most of the time is good and they are all free, and you could buy shark cards but you dont need too, as demenstated by the channel "TheProfessional" he has 800 Million dollars all grinded out.
SUPRISE MECHANICS!
Brandon Godard what I think he means is that hopefully one day game devs will stop putting microtransactions in their games
@@brianpguil that will never happen because it makes alot of money. It will only stop if there's a law against it, or people all together stop purchasing dlc. Blame the consumers not the developers
pingus 19 not even the developers..but the publishers that want to get 1400% per copy sold or else the game is considered a financial flop
Unskippable cutscenes are a outdated mistake in games.
As well as not being able to pause cutscenes. Can't even imagine how often I missed some plot because the doorbell rang or I started to smell the smell of burning food coming from the kitchen.
@@FluffyBunniesOnFire
You know what's really bad? There are games the keep their cutscenes running, even if you press the home button.
Seriously? That's a nightmare, I use the Home button as basically a panic button with how often I use it to pause.
Oh, yeah, the Riku fight at Hollow Bastion in KH was a great example of that problem. Thankfully, KH2 had the skip cutscene thing so at least that was solved.
They are not outdated, they have been bad from the beginning.
One way to spice up cover systems might be to make cover _destructible_ .
The uncharted games do this quite nicely.
Several games have. And other games have improved the AI so sitting in one spot under cover is not nearly as feasible an idea anymore as it once was. A few games even try to mix the two. Cover at this point is not so much a limit of a practical style but suffers somewhat from programming limits. If the AI is too smart then it is unfair for a majority of the people. If the AI is too dumb then it is too easily exploitable so game companies have to strike a balance. Cover based shooting isn't going anywhere because open area shooting like he's asking for hasn't gone anywhere either and is still just a prolific with the same exact limitations. if the AI is too smart then such a game still is just way too hard. and if they are too dumb it's just as exploitable. Both exist simultaneously in gaming represented by different games and both have the same exact problems.
Space Invaders did this decades ago
I think they could make it an option in the hard difficulties, Like 'enable cover' and have trophies for the lack of it.
Or make it so you can't magically see the enemies while in cover. If you're behind a wall, you are blind.
see, i don't mind random encounters as long as they're well paced. i shouldn't be hitting a new fight every 2-3 steps (ditto cave in pkmn) but you should have enough battles that you don't need to grind to beat the boss.
kamenkewl you could run
Persona 2. Worst game for this.
Despite what he said Many games actually still run on a random encounter system. Some of them just have some visual tweaks to them to make them feel like you have some control. It hasn't gone anywhere. things have wavered somewhere between memorizable set encounters and random encounters across many genre's for a long time with certain ones being much more prone in certain genre's than the other. Sometimes what creates that randomness is more obvious and easier to manipulate. sometimes it isn't. Been true of video games for a long time.
I can get behind this to a degree. To me thought its much more exciting to have enemies in the overworld as it makes the world feel more active and alive. Also some games such as the Mario RPG's allow you to attack enemies in the overworld for a first strike and enemies can do the same to you. So much nicer than first strikes being decided by RNG.
@@PigeonLord21 Games have mixed the two in the past. For example the Tales series of games has done this for a long time. Seeing overworld monsters move within a certain distance of you but they are actually randomly done so there can be a lot of them or a little. And there are areas of like forest and stuff where they can be hard to see they are there. As well as being a bit more predictable just how many there are in certain areas like some dungeons. The two concepts are not necessarily mutually exclusive.
I've lost count of the number of times a list on Wii U games have been on the poll & it always loses.
NumberOne#1 Ikr. I’d like to see such an underrated console get more recognition for its amazing games, but it sadly doesn’t look like much peeps are interested in seeing a video on it.
Poor thing will get its vindication. Someday.
Well with Wii U exclusives, you just gotta wait for them all to come to Switch
Top 10 RabbidLuigi Polls where WiiU was 2nd from the top
I vote for mods that became video games every time it's up there. I know your pain.
Top Five Bad Games With Good Ideas.
Just because a game itself is bad, that doesn't mean that it doesn't do anything that can be picked up on for other, better games.
Alternatively, Top Five Games Released on The Wrong Console
Okay, so maybe the developers wanted these games on the console from the beginning, but what I meant is "games that would have succeeded on some other platform."
Dammit, ya beat me to it on the wrong console idea.
*Cough* Skyward sword.
@@LilyCat2399 I mean, you're kind of not wrong.
Jamey Stegmaier is a board game designer who does videos on "My Favorite Mechanism in [insert game]." He regularly talks about games that were bad overall but contained one innovative mechanism that was just waiting to be re-utilized in a better game.
@@LilyCat2399 Why is it bad and what was the good idea of it? I really enjoyed that game
Top Five Unintentionally Overpowered Things in Video Games
The Hero
Gen one psychic type.
Metal blade
FE7 Luna
Shot-Punch in COD, SUPER OP for No reason.
Personally, I don'y mind random encounters. It's better to have options to mitigate the rate of encounters through items rather than removing them entirely.
Exactly. Many games (including pokemon) have items that limit or eliminate the encounter rate if the player chooses to use them.
The bravely default/bravely seconds method also works.
You don't want random encounters? Just turn them off.
Underleveled? Just set it to 200% and encounter an enemy every 5 steps.
No consumables and only 1 or 2 times where the mechanic gets taken away from you (in the form of bonus dungeons)
@@the-NightStar Many games actually do that or have a toggle/item that lets you do that. Or an auto mode for when you are powerful enough to not need strategy.
"This thing is terrible, and i hate it, but I'm not willing to offer any kind of constructive, useful criticism. I'm the average RUclips comment"
One of your best lines yet.
"You know what's outdated? Releasing a full game"
- EActithesdasoft
Top Five One Off Mechanics from games that should be revisited/brought back.
I'd like to nominate the Sanity system from Eternal Darkness.
Not sure if it's an one-off, but it's still uncommon for it's genre so...
Mother 3's combo mechanic was really clever and well used, I'd love to see other RPGs do something similar.
I would say earthbound’s mechanic of when you get really powerful, low level enemies will leave you alone I wish that was in more rpg games
The ORAS dexnav system...oh man it was the best until they ruined it
Combining powers from Kirby 64.
I have no idea why they never brought that back; it seemed like not only a huge improvement, but the next logical step. It would be like if all the 2D Marios after 3 never had levels where the screen could scroll vertically; they were all purely horizontal.
I love cover shooting mechanics, I'd never want those taken away. I can't play first person games, they make me motion sick so I don't care how "exciting" they are vs third person, Third Person is what I can actually play and I love the Gears of War games. I don't care if every fight is the same if i'm enjoying it.
I completely agree about Random Encounters though, I hate those and the removal of them is aways acceptable
I'm sorry, but this is the first Top 5 you've made in ages where I can't get behind most of your choices.
such as?
Agreed, 4/3 and 1 are not outdated imo.
@@breloommaster12 Random Encounters still have a place in certain games, even beyond RPG's. Some open world games effectively do this when they spawn enemies within a short distance of you, and that's part of how you keep an open word constantly engaging. Besides, a lot of games that do the "show the enemy from the overworld" still force you into battles at points, often by making an enemy guard an important location or making enemies able to chase you down.
Cover Shooters only became stale because taking cover was often the only viable mechanic. When games offer it as one of multiple options, or mixes it up with other elements, it works better. That's why it works in Metal Gear Solid, Vanquish, and to an extent Uncharted.
The "Sprint/Stamina" mechanic is less of a bad mechanic and more of a misused mechanic. When used as a substitute for effective methods of traversing the world, it sucks. When it is treated as something akin to MP in an RPG, and is simply a way of budgeting certain actions, it can work great. Examples include Breath of the Wild and Dark Souls.
The concept of stocking up on Extra Lives isn't universal anymore, but it still has its uses. Mario Maker 1 and 2's 100 Course and Endless modes alone are an example of this, despite RL's using it as proof. Some games are still released that give you a few lives per level where a level has checkpoints, creating a system that encourages players to master a level rather than save scumming a short section. Mega Man is an examples of this. Donkey Kong Country does something similar, except you'll spend most of your lives trying to get those collectables. There are also games that reimagine lives to an extent, such as the Stock matches of Super Smash Bros, where players can grab items to regain stocks or give them to an ally.
For Extra Lives, I really think they've become less common and seemingly less necessary because of the decline in traditional platformers. The 80's 90's and 2000's had tons of platformers, but lately we've seen less and less of the likes of Spyro, Donkey Kong Country and other classics which used lives like you said, making players have to master a level to get through it. The popularity of the Crash and Spyro remasters proves that such games are still worth making. So it's not that Extra Lives are outdated, but that the kinds of games that make the best use of them have become scarce.
I can get that random encounters may have place but atleast give the option for either random encounter or overworld enemies...honestly maybe overworld enemies is part of the reason I really love the gameplay ov earthbound and how if your really strong they run away from you and sometimes you can get the skibattle entirely
A button to go slower instead of faster would make movement more fun. Your basic movement speed is perfect, but you can make it tighter/more stealthy if you need to.
Crouching kind of does that, but it's also present in the same games that have sprint buttons.
5 things that should be outdated:
-Microtransactions.
-Loot boxes.
-Pay to win.
-Uplay.
-EA.
5 things that should live on.
•Nintendo
•Nintendo
.Nintendo
.Nintendo
.Nintendo
.Minecraft
what is uplay?
I'm rather surprised that Quick Time Events weren't on here.
Gotta love that QTE final boss in Dying Light. Who needs a payoff, amiright?
quick time events are actually a lot of fun if implemented properly, for example, at the end of a huge boss fight, you could have a quick time event so the finisher move that the character does to finish off the boss feels more interactive(bayonetta), or if they replace a non-interactive cutscene with quick time events so it feels more interactive,but if they replace a huge bossfight with just a quick time event(halo 4), then that's a terrible game mechanic that makes the game feel like tap tap revolution
@@maxwell9561
They did that in Spiderman: Web of Shadows and I didn't really mind them because there was actual gameplay before the end of the boss fight. It's still not something I like that much but that's definitely the better way to do it
Flashbacks to the spiderman xbox games
Yeah but when was the last time a game with QTEs came out?
The best part about random encounters in the SMT games is that the random encounter can be a random ambush, and it can consist of the enemies attacking nothing but the protagonist. So it's not a random fight, but rather a random game over. Gotta love those after having gone for nearly an hour without saving.
So according to RabbidLuigi:
- Cover shooter that makes it fluid to protect yourself and shoot? Bad
- FPS where you awkwardly peek around a corner to take potshots towards enemies? Good
In games like DOOM it makes sense since you're playing as an unstoppable, demon-asskicking force nature. In games like (ffs...) Call of Duty, it makes little sense without using regenerating health (which you also advocated as bad) or outlandish futuristic settings (which players don't like).
I'd be fine with random encounters if it was exclusive to tall grass or small little patches of land you could theoretically avoid, but when it starts occurring in things like caves and dungeons where there's no escape I would rather randomly encounter the grim reaper in real life
Cover shooting shouldn't go a away, it's an immersive mechanic that makes fire-fights feel more chaotic and dangerous, but it should be an _option_ as opposed to being the foundation of the combat system. It should also be paired with mechanics that support making decisions; for a negative example, just picture any shooter with hit-scan weapons and recharging health. In a game like that, you either dumb down the difficulty or the only viable strategy becomes turtle-ing like a coward.
A surprisingly positive example is actually Mass Effect: Andromeda. The mobility mechanics, health system, team commanding, special abilities, and combo attacks all encourage movement and strategy. It's not perfect, enemy sponginess and boss encounters tend to break the system, but when you've gotten a good build going, the average firefight is actually dynamic and fun, with the cover system existing for the only purpose it should: taking a breather to reorganize and prepare a new strategy. This is, of course, onl possible when you aren't falling through the scenery or getting stuck in an animation loop or just plain crashing, but that's the reality of playing ME: Andromeda.
Here's one: making your game artificially super difficult to stretch out play time.
Some games still do that. Mostly on the indie scene but it depends.
Some people thrive on challenge, even to the extent of avoiding stuff that won't push their limits any. Takes all kinds.
@@GrayFoxHound9 If you say so, man. I happen to enjoy all those games you mentioned.
@@willmistretta I guess it's more to do with having a game be very difficult and not offering any compromise. Also note that the first three examples of his list are actually positive ones of what constitutes a good challenge, while the other three lean into the fake difficulty realm.
@@kailikwoh498 They serve different purposes to me. You have to approach a strict memorizer like Battletoads the way a classical musician approaches a lengthy and intricate piece. It's not jazz; you don't get to improvise. You have to lock down every note, every phrase, every movement and then drill on them until your execution is almost automatic. It takes hours and hours, but the satisfaction of nailing a full performance is considerable. Not everyone has the temperament to enjoy a process like this, of course.
EarthBound fixed the random encounter problem before most companies realized everyone hates it
Random encounters have been debated a lot in pen and paper RPGs for many years now. They seem to be pretty rare these days.
A suggestion: top five best features that were removed in sequels
As long as the list limits it to one game from the Total War series, that'll work.
Most gimmicks in Touhou can be put in the same spot, even if you can't get mad at them disapearing since they're lore related.
Galaxy 1’s Comet Observatory
@@lyncario5515 at least there's an explanation there. have you seen the excuse they had for not-unlimited ammo in ME2, for example? they even lampshade it
on this line of thought, features that get better-but-somewhat-different version in the sequels
think megaman battle network
the first game had the lackluster ElementArmor and luckilly, that died there.
second had the way more efficient StyleChange. which made little sense on how they matematically implemented it, but meh
third to fifth have the DoubleSoul, and the fifth specifically the pretty exploitable ChaosUnison
fourth and fifth have the darkchips and the darkness half-hidden system
the sixth hae SoulCross and BeastOut
You know what’s outdated? Not clicking Subscribe and Ringing the bell.
Was that a Bill Wurtz reference with the Gnarly space ingredients
Vanquish handles cover shooting the best I've seen. The cover is THERE if you really need it, but you're discouraged from using it if you want high scores, and you're given all kinds of alternative mobility options to actually have fun with the combat.
Unskippable tutorials you say? *side eyes pokemon games*
They really weren’t that bad also not the only
*laughs in persona.*
@@sigurd8382 at least you can confirm or deny, with pokemon, you're spoon fed every, SINGLE, FUCKING, TIME. no skipping at all, with persona, you can gloss over it. skip it if you've already played or seen someone play
@@CallieBladerTutorials really can't win. While there are a few really really bad examples of tutorials that you can get stuck in. Most really aren't that bad, don't take nearly that long, and do something to set up the story even if your trying to ignore it. But when they are made fully or easily skippable they get flack there too, often with people complaining they are too bare bone or don't teach game mechanics well enough before just letting you into the game world when as often as not the feature being complained about was something in the tutorial or some ability pickup point in a game that people decided to mash through because they "know how to play the game" or "just want to get to the action" which creates and awful paradox where no matter what people are going to complain. Just like people complained that all that tutorial information should just be in the game if it is so important but now people complain that they should just be able to look up such things in supplemental material that was gotten rid of because everybody demanded that all that stuff be shoved into the game itself.
I mean, I could understand game specific tutorials, but the common knowledge tutorials?
*Press Forward on the Analog Stick to move forward YoU bRaInLeSs GaRbAgE eXcUsE fOr A hUmAn! I bEt YoU dIdN't KnOw ThAt DiD yOu?*
They sicken me
“Top five ways to hit that subscribe button and click the little bell next to it”
Lol I still can’t get enough of you man, keep up the good work.
Top 5 most infamous games. Note that I don’t mean worst, but instead mean the games that struck up as much controversy, hate, and publicity as possible.
Also you get a free infamous joke for the description.
Custer’s Revenge
Battlefront 2
No Mans Sky
The sprinting seems more like a pet peeve than anything
Oh my god you met nitro rad, it's the ultimate combo!
5:32 's joke really had me laughing xD
Oh hey Katharine, nice to see you here
The way to fix cover shooting is to make cover break.
I love random encounters and always will.
They make awesome musicals, don't they?
As long as they aren't annoying, I'm fine with random encounters.
Word
I also like how Bravely Default handles random encounters. The game lets you set your own encounter rate. You just need to fetch something or have to go back to buy some items? Just set it to 0%. It's been a while, so I don't quite remember all the different settings, but still... You actually had a choice and could always change it in the main menu.
KIRYU CHAN !!!
NEVER
EVER
Remove the run button from my 2D Mario games....
What will I be holding down at all times if it's not the run button? RIGHT??? Ok yeah I'll hold that down forever as well.
(removes run button from Super Mario World) Ha! Now you'll never make it past Donut Plains!
Well you also need that button for other things like precision jumps and so forth so it's not just a run button. Plus you don't always want to run if you need controlled movement to set up a difficult trick.
@@stevenclark5173
You're wrong.
I always want to run. The only reason to let go is to press it again. (Fire balls, etc)
They should move it to a back button though
I’d like a combination of random encounters and overworks sprites in Pokemon. Maybe have the random encounters in the water when you can’t see below the surface or when entering a cave have a chance to be attack at once.
Tmw you want to Nuzlocke Pokemon Sun but the opening fifteen minutes don’t even let you play
More like 2 hours before you actually have fun
AstrumDeus06 true that, it doesn’t really pick up until island 2
I'm enjoying pkmn moon but have to admit, they really wanted to ram tutorials down your throat
considering we are at the 8th generation and second decade, they would let us skip the tutorial, or at least shorten it. quoting an old runescape forum thread: new players are not chimps
Nuzlockes are gay but the tutorials are straight ass
4:16 Grandia was the first to introduce physical enemies on the adventure map, you could even see what enemies made the group and you could ambush them, or get ambushed yourself.
5) -Random encounters: disagree, I adore this mechanic.
4) -Cover... yeah, sadly agree 100%. I miss S4 League, it was more about dodging.
3) -Sprinting. Umm... how's this a bad thing? I mean yeah, most games should have the Devil May Cry 4 mechanic of automatically sprinting after a few seconds of normal running, but I don't think it's too bad.
2) -Unskippable tutorial: yeah, it bothers me but... well some certain game journalists of all people can't go through those tutorials.
1) -Lives. I like them. Just that.
Righteous, I agree with you.
Sprinting is bad because it wastes a button and means holding a finger on that button tiresomely.
I was actually half expecting him to lament the loss of the punishing lives system and express disappointment that unlimited continues makes some games too easy. I was honestly caught off guard.
There are good cases for both designs and frankly I just think it depends on the game.
I've seen #5 handled well (other than "not including them"), but it's incredibly hard to pull off; you basically have to build an entire game around it. In the Battle Network games, random encounters can only be found in the cyberworld, so you're not constantly bombarded by enemies by taking the bus in the real world. There are items you can buy cheaply in both worlds called SneakRun that repels encounters. If your max HP is greater than an encounter's (hidden) challenge rating, SneakRun prevents you from encountering it entirely until it wears off. 3 also added an equipment mechanic, allowing you to equip a permanent SneakRun; thus, you can have it on all the time. Skipping random encounters doesn't hurt your character's power, either, because there is no experience system; instead, you buy items to boost your max HP, and the attacks are computer chips containing weapons that can be used once per chip, per battle, from a folder of 30 chips. Most of these chips can be obtained from finishing random encounters quickly and skilfully and then added to the folder from your collection, but you can also buy them or get them as sidequest rewards, so you don't lose much by using SneakRun once you have the chips you need.
I gotta be blunt, I don't know how Sh'm'ups would even work without lives+continues.
These “subscribe and hit the bell” messages over time is just the gift that keeps on giving
#5: Shoutout to Chrono Trigger for doing away with that back in ‘95
As well as Earthbound.
The Persona series starting from 3 (I don’t know about the ones beforehand) has the monsters appear on the map and you could even take them by surprise to get an advantage (though they can do the same to you). Same with Evolution Worlds.
It’s a lot less frustrating than going into a random encounter and the game also randomly decides if you take the enemy by surprise or the other way around without any input on your part.
And the Tales series
NateTheNerdy That’s true, but I replayed Chrono Trigger more recently than Earthbound, so that came to mind first. Both fantastic games
I kinda wish mgs3 had a tutorial for some of the more fiddly cqc moves
The boss just says snake do you remember the basics of cqc but doesn’t bother to give a refresher course
Ah, nice Bill Wurtz reference
The problem with people skipping tutorials is so many idiots just skip it and then complain about not knowing what to do
There is a very easy solution to the overuse of cover in third person shooting games. Stop making the players so slow, and stop making every weapon aimed at the player a hit scan attack. Those can't be avoided because the player characters move too slowly run away from enemy aim, especially on higher difficulties, and because being hit scans means the moment the enemy fires, you are hit.
As okay-at-best Sonic Forces was, the fact that it was finally a Sonic game without extra lives really elevated it higher than it would otherwise have been for me.
Yo, seeing you meet Nitro Rad was dope
That was awesome.
The best way to change microtransactions into something good (that some games are already doing) is to make them only accessible through in-game currency. Make players actually play the game more if they want those lootbox ultra-rares. Maybe they'll actually feel a sense of pride and accomplishment when they get them.
Bravely Default and Second did random encounters right, you can adjust the rates by 50%
Even to turning them off, or double it for grinding.
5) I agree. Thankfully almost every single JRPG from the mid 2000s and onwards doesn't use random encounters.
4) There are two categories. Shooters with optional cover mechanics and shooters where you can only progress by using them (Gears of War being the worst at this). I don't mind the first category. I prefer having the option of taking cover while healing instead of clumsily standing or crouching behind a wall.
3) I kinda agree, but to be fair there aren't that many games where you need to walk/run that big of distances without a different means of transport. The only series I can think of is probably Fallout. In Zelda you have a horse in most games, Farcry a variety of vehicles, Assassin's Creed a horse as well. In fact, most of the games have a fast travel option anyway.
2) I agree. Especially in JRPGs which in many cases the tutorial can last multiple hours.
1) Lives should only be a thing in platformers or arcade style games. Simple as that. Lose a life you continue from where you left off. Lose every life you start from the beginning of the level. No need to make it harder than that. After all in the past the only reason they had this system is so they could justify charging you $60 for a game that lasts around an hour at best.
And people complained when Pokemon L'Go got rid of random encounters.
pokémon fans are one of those communities where basically any change you can possibly make is going to piss people off, and there's nothing you can really do to avoid that because ANY change will annoy people.
Also the complainers naturally tend to be a lot louder than the compliments (as per usual), but again - especially so in that community.
Pokémon gives you a lot of ways of avoiding REs tho. If you don't want to initiate them, you can just... y'know, avoid the tall grass or stack up on Repels. Really simple and convenient, clearly overdramatised by Rabbid.
On the topic of random encounters, I recently played a stellar Atlus RPG called Radiant Historia: Perfect Chronology.
It did away with random encounters by instead having enemies appear on the map and pursue you if you’re sighted. You can avoid them if you don’t want to fight or slash them with your sword to stun them and open them up to a preemptive attack.
A lot of RPGs I like, such as the Mario and Luigi RPGs and the 3DS port of Dragon Quest VIII, have also done away with random encounters. And I am all for the concept getting phased out more and more.
Top 5 Most Poorly Paced Games (Sonic Heroes seems like a good candidate)
Top 5 Games that Force Multiple Playthroughs (do I need to say it?)
Top 5 Most Creative RPG Mechanics (I personally like Toby Fox's mechanic of being able to avoid getting hit, rather than just sitting there and being forced to take it)
Sprinting being mapped to pressing down the analog stick destroys Joy-cons 300% faster.
Wanna know what's outdated? Playing a game normally.
After all, there's a reason the challenge videos on limiting your abilities in games are more popular.
Funny how people want perma-death in Pokemon nutzlocke challenges, yet a lot of people never want to tpuch the older Fire Emblem games because of perma-death. I've seen some gaming youtubers making these hypocritical statements.
Thank you for not complaining about turn-based combat. Nice video.
12:22 I hear that pacman world 2 theme. A man of taste I see.
Changing microtransaction to be good and useful: Simple, once you buy one you're moved to the P2W server where you'll get dunked on by whales for all eternity.
Anything missable that forces you to restart.
A few years back my friend got Pokemon crystal (my first pokemon game) and was familiar with the broad strokes cause he'd played Soulsilver.
One day at school he asks me "When do you get the running shoes in the original game" to which I grinned and replied "You don't. Have fun walking until you reach Goldenrod" the look of his face just sinking was priceless. The walk never bugged me cause I played the og way more than the remakes so I was just laughing at the whole thing.
I didn't know of the pokemon fan club giving you the bike ticket, so I did the whole of my first run trought blu on walking speed.
the equivalent of "my way, under the snow even in june, uphill both ways"...
I'll be honest, random encounters in Pokémon stopped being much of a problem when Repels were introduced.
And tbh, if it was left up to the player's choice as to whether or not to fight an enemy, they'd skip as many battles as they possibly could, hit a difficulty roadblock and then wonder aloud "BWUH WHY DIS SO HARD????" so I'm not surprised random encounters have existed for as long as they have.
They exist due to laziness, just like charging 33% more ($40 to $60) nets you now half the content with all the removed Pokemon. Models are ripped from the 3DS games, and graphics look sub-par even for a Switch game (though polish is possible before launch tbf).They don't deserve benefit of doubt.
@@PathBeyondTheDark did i ask for SwSh bitching? no i didn't
Dude repels were there since the beginning.
@@JaelinBezel Exactly
11:35 The random nom got me laughing too hard. XD
For me I would put random forced walking segments, they slow the game down, add nothing to the experience, and makes going back to replay a game a tedious slog. It wouldn't be so bad if we could skip 'em but that's rare
My day job is Instructional Design. I make digital training games for office professionals basically, so it's like I'm constantly making tutorial levels in a way. I find the main thing that separates a good tutorial and a bad one is the design philosophy of affordance, which means the function is inherently communicated by its design. For example, a door with a flat metal panel, which has nothing to grab onto, is a push door and a door with a handle, which does have something to grip, is a pull door.
You have to accept that a good UI is like a good joke, you don't have to explain it, so you don't waste your time explaining a health bar. You have to accept the player's mental model, the experience they've had from other interactive systems, and their basic capacity for problem solving so you can show them things in context. Give them the 1 and 1, let them make 2 on their own. There's a training model called 70:20:10 that says only 10% of what we learn comes from formal training. 20% is social, those around us, word of mouth, tips and tricks. The other 70% is experience, actually doing the thing.
There are already a lot of great articles about how Super Mario Bros and Mega Man X have fantastic tutorial stages, I'd hasten to add The Messenger to that pile. I've been playing it and right at the start you've got other ninjas racing you and performing the cloud step technique, you get to see it (Super Metroid does a similar thing). When you get new tools and abilities, you're immediately allowed to try them out in a safe environment to get a feel for them. It gives you the bare minimum explanation because the interactions explain themselves.
Some people mention Far Cry Blood Dragon as a great tutorial but I'd disagree. It goes over the same steps as other mundane tutorials, use the left stick to move - shocking, and just disguises it with humour mocking the tropes. It's not good comedy, a parody is showing you can do the thing better with a tongue-in-cheek tone towards the original, Blood Dragon only succeeds at highlighting the fact their tutorial doesn't work and they've failed to think of anything better.
Sorry, I could talk about this all day so I'm just going to stop there XD
personally i love random encounters in pokemon and hated not having them in let's go it's the not knowing what's going to pop up next that is part of the enjoyment for me it's almost like gambling is going to be the rare encounter or even better a shiny or just another damn pidgy?
Having the music for the volcano boss from Pac Man World 2 was a great touch because that boss is bullcrap and you need extra lives for it.
_Pokémon Let's Go:_ Finally gets rid of random encounters, creating a far more interesting overworld.
_Pokémon Sword and Pokémon Shield:_ *Brings random encounters back.*
Tbh couldn't be happier that they did
Personally I think the dying off of limited lives does have one major drawback to it in the form of the slow decay of elaborate Game Over screens that make your failure feel even more punishing.
When I hear "Game Over" I think of Star Fox 1's Game Over screen with Andross. Of course I didn't know who that was until many many years later so it was just some scary looking monkey showing up to mock me when I died.
I’m not sick of cover systems.
My biggest gripe with the cover system is how predictable it makes battles. There's this sidequest in Mass Effect 1 in which you get into a dungeon, halfway through there's an open area filled with chest high obstacles, but no fight. You proceed further in, get your objective, start getting out and bam, battle time! Man, I sure didn't see it coming! NOT!!!
Today is a sad anniversary for my family 😢 but seeing a hilarious new video makes me feel a bit better.
Also that title makes me think of “Idiotic NPCs” especially when they’re part of an escort mission, my two main examples are that one idiot scientist from Spyro: Year of the Dragon and the other ... do I really need to say it??? Hint: *LEON!!!*
Thanks for another great video RabidLuigi 💙🕊💙
All the best to you and your family on a difficult day.
Thanks Daniel, appreciate it 💙🐱💙
My “favorite” idiot npc from an escort mission, Natalya from goldeneye. I still hate bunker 2 because of her
NAcHO1713 are you talking about the redhead NPC? I think I remember her from another “Top 10 Annoying Blanks” video 🤔🤔🤔
Thanks for the reply dude 👍🏻
Lady Leomon yep the redhead from goldeneye. She made bunker 2 the worse especially on harder difficulties, she would never get out of my way, and then she would be shot and then I would have to start over
I think "random encounters" is perfect in Persona 5. The enemies are in your way but you can easily see them and avoid them or even run away on the spot without going into battle in exchange for enemy awareness that if it goes up too far, you have to leave the palace and go back later which you can decrease by initiating combat on the enemy and ambushing them.
Sprinting Seems Like A Nit Pick!
It's specifically a "sprint button" he has a problem with. Like. Really, you have an analog stick. Analog. That means if you push it gently, you should run slower. And all the way should be top speed. You shouldn't need a "second gear" button, the game should just have faster movement. It's a valid point
12:03 "Hey, you guys worked out how to let a boy skip cutscenes"
Try telling that to Pokemon.
Well, I like random encounters in Pokemon main games. Hopefully (to me) this will never change..
I think Spyro reignited made me realize how much lives can suck
Cover shooting is realistic. Why would you stand in the open and fire your gun completely exposed?
If you were in a real gun fight you'd be using any cover available to you.
And ? Just because it's realistic doesn't mean that it's good game design.
When badly implemented, it's very unrealistic since the enemies in many games do nothing to outflank you or flush you out of your cover. Also, the amount of cover available is both way overdone and way underdone at the same time: chest-high or full height cover is abundant and everywhere, but crawl height cover doesn't exist and is not even thought about.
You can realism or you can fun. I'd rather fun.
@@JaelinBezel Nonsense. Some people find their fun in realism, others find their fun in escaping it, but ultimately everyone plays for fun.
Fun is subjective. And cover shooting can be fun ! It's not that simple. The problem is essentially when games use it as the easy option, without making it interactive or innovative.
I absolutely love games that mix up the movement options and mechanics because it instinctively pushes you to see how far you can stretch or optimize them all on your own, which can lead to very fun tricks and speedruns. It's why I play Pathfinder so much in Apex Legends, doing your best to calculate how to use your grapple from every angle and surface ever to send you slingshotting across the map is so satisfying. Even if you aren't playing Pathfinder, the fact that you can simply slide is a whole step above most other games as it builds up momentum and is even faster than running if timed or used correctly, like chain sliding off ledges if you hit the right angle to keep your speed high and even increase it, even when a slope is no longer available. Warframe is also very good with movement options with certain characters and their abilities, and even without said characters when it is as simple as just shift crouch jump over and over you can optimize it or use the character mods to make it faster and use your bullet time in interesting ways to give you that extra horizontal drift to make it to the next platform that you wouldn't have otherwise.
Top 5 Smash Bros. Character Reveals
5.Banjo Kazooie
4.Banjo Kazooie
3.Banjo Kazooie
2.Banjo Kazooie
1.Banjo Kazooie
"I'm a grown ass man, I can take care of myself"
To counter point this, and this whole entry on the list about tutorials needing a skip button, I have literally two words for you:
Arin Hanson
or how about "The Dark Souls of Platforming"?
@@gigawarman12 Oh no, that was a thought too, but I specifically brought up Arin instead because he's not necessarily just inept at games. He has the bad habit of intentionally glossing over the tutorial and then complaining about it later.
The Polygon issue with Cuphead is a far more basic level of ineptitude of the guy being stuck at the tutorial itself, which doesn't fully line up with RL's point of FORCED tutorials.
Top 5 Game Mechanics That Didn't/Don't Need To Be Phased Out
Top 5 Game Mechanics That Took Too Long To Get Good.
'Slide Tiles To Complete A Pattern/Picture' puzzles. Frick em.
@@FluffyBunniesOnFire The tile/picture puzzles aren't fun, to me; they take ages, even when you understand the mechanic, and know what to do. That and they've been done over and over since earliest days of games with graphics.
Most things you said seem more like nitpick than anything
Yeah this guy is whiny and dripping with soy.
lung butter that’s a little mean
@@lungbutter361 Says the guy who has the literal username "lung butter"
I mean, he is talking about mechanics from games so everything is gonna be pretty specific. If he was talking about (for example) entite genres is would have been different.
Ronny Lightyear yeah but in the grand scheme of things it doesn’t really matter
That blackboard with Bill Cipher on it told me to subscribe to this channel. "Reality's an illusion, the universe is a hologram, buy gold! Byeeee!"
3rd person shooters with cover? Well, the actual underlying issue are the controls. Those cover shooters were basically invented FOR CONSOLES because dual analog is sh*t and will always be sh*t for precise aiming. I mean there are other workarounds than cover (bullet time, shields with cooldown) but you simply can't remove the crutches before the person can walk without them.
I think the reason why cover shooting is so prevelant in third person shooting games is that due to the camera perspective you are able to see targets without revealing your hitbox. Even if there wasn't a designated cover system you'd still crouch behind cover simply because it's the safest way to play it. You can pretty much just sit there in the middle of the battlefield being basically invincible and wait for a good opportunity to attack, it's quite a natural consequence of third person being third person.
Also, something that kinda annoys me in third person is that quite often the camera is displaced towards like the right side of the player character, making peeking around a corner to the right far more advantagous then peaking to the left since you are able to see more before revealing your hitbox.
I do miss expansions. Half Life: Opposing Force was the hype back in the day...
Regarding #5: the SaGa series has utilized overworld enemies you can dodge or seek out since the snes
I’m assuming QTEs are on here somewhere
Or worse, QTE Boss Fights.
Bane's Super Brutal Metal Funtime Talking to you, Sauron in Shadow of Mordor
What's that clip he used in the transitions?
I,like random encounters and hope some games keep them. Same with turn based combat over action.
I like how in the sprinting section he had sonic r music playing
Hey you’ve already done the worst tutorials, how about the best ones now?
I've seen so many times where someone skipped over a tutorial and then got stuck shortly after because the game required you to do an action that it showed you in the tutorial.
Complaining about cover systems... Did I accidentally click on a Joshscorcher video?
I've never been a fan of calling mechanics outdated. Nothing is really totally outdated. Pretty much every mechanic can be retooled in some sort of interesting fashion. Screw random encounters though.