Stamps in games
Games like to repeat themselves and they also have their own cliches. What are you specifically sick of?
I dislike final boss marathons of already defeated bosses and final levels in shooters overwhelmed by enemies
When in JRPG I gathered the whole group, from the stable favorites of which you swing, and then, as usual, an omg turn and carry everyone wherever. Or they constantly pour in, with all kinds of abductions and prison moments.
If I'm not mistaken, every tail has it, finals up to 10 and many other games ... Modified on July 9, 2015 by Utamaruno
When BOSS then turn into ordinary opponents.
When the game finale is QTE. And it doesn't matter if you honed your reaction in shootouts, or rocked the hero. The head of the bastard will die from a couple of button presses.
Bad Russians: gigi:
Oh, cool topic! Somehow I wanted to create one myself.
The most ultimatum stamp is a generator. In 95% of games, you have to find a way to turn on the generator (usually de-energized) to get somewhere.
You are always a hero, and you have an opponent against whom you are given a weapon.
[quote name = 'xWhItEWoLFx' timestamp = '1436446698' post = '4888899'] You're always a hero 100% of the time. [/ quote]
in spec ops especially
but in general, a clear division into good and bad in most games, and too simple scenarios (in general, I have only three publishers in my head that give complete creative freedom and do not bend to the audience: Sony, Bethesda, Take-Two)
You are always a hero 100% of the time.
in spec ops especially
but in general, a clear division into good and bad in most games, and too simple scenarios (in general, I have only three publishers in my head that give complete creative freedom and do not bend to the audience: Sony, Bethesda, Take-Two)
and noti dog?
1. War does not change.
2. The war has changed.
3. In dungeons that have been locked for millennia, all torches are always burning.
4. Despite the fact that you have killed a gazillion opponents, if you kill the main bastard, you will become the same as him.
[quote name = 'NotaKuroi' timestamp = '1436452662' post = '4889030'] and noti dog? [/ quote]
Well, they work with Sony, they have the opportunity to do more gray scripts
Often, in front of bosses or difficult areas, a location is specially made on which resources are scattered.
[quote name = 'Shibito' timestamp = '1436453493' post = '4889038'] specifically make the location where the resources are scattered. [/ quote] By the way, yes ... and as I get to such areas, I start thinking: "There will be an ass soon." There is still nothing in shooters, but in some horror story: gigi:
1) GG at the very beginning loses memory.
2) Red barrels of fuel, scattered across the levels.
3) The boss is a helicopter.
[quote name = 'Shibito' timestamp = '1436453493' post = '4889038'] Often, in front of bosses or difficult areas, a location is specially made on which resources are scattered. [/ quote]
by the way, yes.
It is clear why this is done, but it is too obvious it is always
RPG inventory weight (e.g. Witcher 2, Dragon's Dogma). Loot constantly overflows inventory (I like to collect everything), it often has to be thrown away. Terribly annoying.
[quote name = 'Stepan' timestamp = '1436454239' post = '4889055'] 3) The boss is a helicopter. [/ quote]
Adore. I love the word: gigi:
[spoil]
http://www.youtube.com/watch?v=uyIWM_B48B0
http://www.youtube.com/watch?v=T_VC0rfTqAE
Hell, even Finalka has it!
http://www.youtube.com/watch?v=mmLvUa_2yQ0
[/ spoil]
The DOOR and KEY infuriates most of all. Although you are standing in front of an ordinary two-handle, and you have a shotgun behind you
In general, the plot of the games is as bad as Hollywood blockbusters, you constantly feel that the world revolves around you and everything happens like it should.
THE SCREEN IS FULL IN BLOOD WHEN YOU KILL ENEMIES SO REALISTIC
https://www.youtube.com/watch?v=cn7hHGQXxbE
Modified on July 9, 2015 by Clerk