BARBELITH underground
 

Subcultural engagement for the 21st Century...
Barbelith is a new kind of community (find out more)...
You can login or register.


Games that everyone thinks are amazing, but you know to be arse...

 
 
Jawsus-son Starship
11:32 / 18.02.06
I'm nominating Far Cry Instincts, for the simple reason it's not the PC version. You could make some descisions in that version, it had great AI, as opposed to the morons that pad the Xbox version out. I felt like I was being spoonfed what to do all the time. Shit.
 
 
STOATIE LIEKS CHOCOLATE MILK
11:35 / 18.02.06
I loved Instincts. You just have to rid yourself of the notion that it's the same game. Because it clearly isn't. It only really comes into its own when you get your mad mutant skillz, and you can track by scent and run really fast.
 
 
Jawsus-son Starship
11:59 / 18.02.06
There is no way I could be bothered to play the game until then. It's not so much the linear nature of the game (half life 2 must be just as linear), just the fact that you have no choice over what you do is rubbed in your face every two seconds.

And the AI's shit.
 
 
Mouse
14:18 / 18.02.06
Wait ... FarCry isn't linear, at least in the outdoor levels. I must have replayed the whole thing about 5 or 6 times, and each time I end up taking a route through many of the outdoor bits. Sure, it has a set list of tasks to compete in a set order in each level but there's plenty of room for experimentation, whether it's a different route or different weapon choices (want to take everyone out from a distance or get up close and aggressive? How about the silent approach?).

My nominee is Call Of Duty. I resisted buying it for months despite the good reviews and my friends raving about it, and was not surprised that it didn't live up to the vast hype. Linear missions, idiotic AI teammates. Since the game's claim to fame is that you're not fighting alone you'd think the AI would be strong enough to handle it, but I found it much easier to just let everyone get killed so I didn't have to worry about them blocking my path or running into where I was about to toss a grenade or shoot.

It was just another generic WW2 FPS game that came out among a big rash of them. It was also powered by the Quake 3 engine, which was already showing great signs of ageing. Also, its graphics looked horribly washed-out - it just wasn't fun to look around its game world.

Brothers In Arms has very similar flaws too, so I'll nominate that as well.
 
 
All Acting Regiment
18:18 / 18.02.06
Ah, but Xbox Far Cry Instincts is a very different beasty to the PC one. A shit beasty.

Tell me, Stoatles, does it continue the storyline or retread it? And when you're running really fast, how do you not bump into trees? And if you park a buggy on uneven terrain, does a little pig come and drive it away?


In terms of shit games, I'm going to nominate Final Fantasy VII onwards. I just didn't find them fun, and while there were some nice enough little graphics bits the whole series just came across as stilted.
 
 
STOATIE LIEKS CHOCOLATE MILK
20:48 / 18.02.06
It retreads it. Kind of. It's like what Evil Dead 2 is to Evil Dead, plotwise- starts off the same, then goes off at a completely different tangent.

I know I'm sticking up for it a lot here- it's not amazing, especially not in the same way as FC is, but it's lots of fun.

Call Of Duty? Dude! Are you ON CRACK???
 
 
Mouse
22:42 / 18.02.06
Call Of Duty? Dude! Are you ON CRACK???
That's the standard response, right there...
 
 
STOATIE LIEKS CHOCOLATE MILK
23:10 / 18.02.06
But... but... the Russian campaign!

You'll actually hate me if I tell you I literally cried at the end of that game, won't you?

I won't tell you that, then.
 
 
Jawsus-son Starship
08:20 / 19.02.06
Band of Brothers is ok, but gets bum after about three seconds. Actually, all those ww2 games are pretty shit. Why no ww1 games? Sitting in the trenches for hours, then climbing up a ladder and getting shot to bits, then gassed, then blown up by shells. Sounds great!
 
 
Mouse
14:30 / 19.02.06
(at the risk of dragging things a wee bit off-topic, the Russian campaign was ruined for me by the five times it took me, through trial and error, to make it onto the shore on the very first mission. I wouldn't have minded so much if I hadn't had to sit through five minutes of bad Russian accent and poorly done "nervous" animations while I waited to get to the point where I got shot to pieces by a passing plane every time)
 
 
iamus
18:52 / 19.02.06
Hide and Seek.

I was counting and they all ran off to Darren McKenna's treehouse for chocolate digestives and fizzy orange.
 
 
Sniv
12:23 / 20.02.06
Football, 'cause it's shit and at school all the wankery trendy kids would play it and I sucked, so I couldn't play with them. And the world cup/European cup/whatever makes the whole country into tits for weeks at a time. It's an evil game. Read a book or something.

Stoatie - i cried at the end of Call of Duty too, just as I was running alongside the flag carrier, with the music and the memories, and the lack of sleep. Ah, good days. Anyone that disagrees is stupid and WORNG!!1!
 
 
Spatula Clarke
18:26 / 20.02.06
Gradius V, for two reasons. Firstly, on release the general opinion was that this was the rebirth of the scrolling shoot 'em up, a genre which had been stagnating for over a decade. Just shows how desperate people were to throw unwarranted plaudits at it - even a cursory glance outside of the mainstream would have shown this to be bollocks of the highest order. Secondly, it's simply not very good.

The difficulty curve isn't a difficulty curve. It's an impossibility curve. I always like to feel as though I could have avoided that last death, had my reactions been a fraction of a second quicker, but in GV reactions don't come into it. It's all about learning by rote. All of it.

There's no balance. Die in certain places and you might as well reset and start over from hte beginning because you'll be so powered down as to be useless. It's an odd side-effect of Treasure trying to make the game fairer than previous series entries by turning off checkpoints and bringing you back to life at the exact point at which you died - great in theory, but a complete failure in practice, because having checkpoint restarts allows the designer to decide when and where a player comes back and judge the appearance of powerups accordingly. The solution here is a fudge.

Then there's the 'tiny hit box' thing. It's been a common feature of shmups in the last ten years or so to make the vulnerable part of the player craft absolutely minute, bump enemy bullet patterns up to ridiculous, screen-filling levels and ask the player to navigate their way through. Most shooters that do this all have one thing in common: they scroll vertically. It's a style of gameplay that works well in those cases, because the top-down view of the player craft means that it appears to be perfectly symmetrical. You know where the hit box (the vulnerable part) is instinctively - it's slap-bang right in the middle.

And you can't do that in a horizontally-scrolling shooter. The point of view removes that symmetry and that natural, instinctive awareness of your dimensions. And so it proves to be the case here - in GV, you're never entirely sure of where your hit box is, never certain if you've judged it correctly or if you should jink a couple of pixels right, or left, or up, or down. Or to any point inbetween.

The other problem with the use of a small hit box is that there's basically no need for it here. It's just included because Treasure wanted to follow the trend (which they might have helped popularise, I suppose, with Radiant Silvergun. Where most shmups that take the same route make their enemy bullet patterns into hypnotic swirls, double helixes (helii?) and waves (often overlaying them all), here all you've got is chaos. And not organised chaos. Just a jumble of bullets with no rhythm to them.

Which is something else that's wrong with GV: the bullets. Specifically, the virtually invisible ones. Metallic, dull, 'realistic' bursts of shrapnel that become obscured behind explosions of foreground objects. When they *are* visble, they're often far too easy to lose track of while your concentration is focused on the bright blue of laser or ring shots.

It gets most of its praise from people who think that just because it's difficult, it must be brilliant. It isn't. It's a muddled hybrid of the old and new schools of shmupping that doesn't know where its heart lies. It also gets praise because of its parentage. Well, you know what? Ikaruga's nothing like all it's cracked up to be, either.

I realised how bad it is when I started playing the Parodius games again (and began digging out the versions that I'd not played previously). You know something's wrong when a series that is set up as an official parody of another is many times more enjoyable than its inspiration.
 
 
Suedey! SHOT FOR MEAT!
00:14 / 21.02.06
I've only just come to understand that joke.

I always knew the two series were related... but the joke... all I saw was cartoon birds.
 
 
Spatula Clarke
06:56 / 21.02.06
It took me forever, too. You really need to have a fairly in-depth knowledge of the Gradius series and know quite a lot about Konami's back catalogue (and quite often the games that never made it out over here) before you begin to see the funny.

Which makes me think of something *else* that's wrong with GV - it's so far up its own arse, you could never appreciate it as much as it appreciates itself. Entirely lacking in humour. Like Ikaruga, again. Unforgivable for Treasure games.
 
 
lord nuneaton savage
15:12 / 21.02.06
How? How could "Timesplitters: Future Perfect" fail? All they needed to do was keep the gameplay the same, put loads of new levels and new characters in it and I'd be happy as a mouse in a shoe.

Instead they make it almost completely unplayable. All the multiplayer levels are too vast, all the AI enemys (in multiplayer) are too hard to kill and, last but not least, IF I WANTED TO MOVE COLOURED BLOCKS AROUND I WOULD HAVE BOUGHT FUCKING TETRIS.

Sod 'em. At least Resident Evil 4 kicks ass.
 
 
Jawsus-son Starship
21:03 / 28.02.06
Sure, it has a set list of tasks to compete in a set order in each level but there's plenty of room for experimentation, whether it's a different route or different weapon choices (want to take everyone out from a distance or get up close and aggressive? How about the silent approach?).

Sure I can choose a different weapon to use, but the route things a crook. Its stupidly linear, I mean, there is no choice in route or anything, and while HL2 does the same thing, it doesn't do it in the shit way Far Cry Instincts does.
 
 
Spatula Clarke
22:27 / 28.02.06
I think it was already established that Mousezilla was talking about the PC original, not the Xbox game.
 
  
Add Your Reply