Table of Contents Table of Contents
Previous Page  70 / 112 Next Page
Information
Show Menu
Previous Page 70 / 112 Next Page
Page Background

070

MAY 2015

JB Hi-Fi

www.jbhifi.com.au

visit

www.stack.net.au

FEATURE

GAMES

Be Drunk.

I'd say I'm sufficiently versed in

the art of being drunk and once upon a time, in

my younger years, could probably have been

classified a specialist. I have no desire to be

drunk in a video game. Blurring the screen and

making the character almost impossible to

control for all of 30 seconds doesn’t simulate

intoxication. It just makes the user feel motion

sick. Perhaps the inclusion of a hangover mode

would therefore be more relevant.

Rappel.

I didn't mind doing it once. In fact, I

quite enjoyed it in

COD 4

. 18 games later and

countless directives to descend rapidly down

a wall/cliff and then enter a room through a

shattering window, and I've had enough. It's

creative apathy, has been overdone, and no

one wants to see it. If I was a studio head and

somebody suggested a rappel sequence during

the planning stages of a developing game, I'd

throw them out of a window – without a line.

Escape from a Prison.

I've escaped from

more prisons than Hilts, 'the cooler king'

himself.

Deus Ex, Resistance 3, Black Ops,

Oblivion, Saints Row 2, Assassin's Creed:

Unity...

the list is endless. In fact, I could write

a magazine full of the times that I've been

forced to become a fugitive in a dramatic –

or undramatic – escape. Unfortunately, it's

entered prerequisite territory and has become

tedious. And I always escape. At least make it

challenging.

Follow Someone.

Again, high on the list of

developer 'must-haves' is the insistence that at

some point during a game, I will have to follow

someone and not get caught. It could be in a car

or leaping across rooftops in a desperate effort

not to break the sight of the intended target

and lose them. Either way, it's a frustrating,

pointless and unrealistic chain in the narrative.

Drop it. Please.

Protection/Escort Missions.

One word:

Infuriating. I don't want to be forced to protect

an NPC with deficient AI who cannot find a

suitable position to 'stay out of trouble' while I

mop up any resistance, or who suddenly loses

the ability to fight despite previously displaying

formidable combat skills. I hate, hate, HATE

protection missions.

Illuminated Enemies.

Remember the days

where you would creep around every corner of

every building not knowing who or what was

laying in wait or patrolling on the other side? Well,

now with the use of a gadget/heightened sense of

awareness, you can see through walls and reveal

the living occupants of the next room. Wait, watch

and learn programmed habits in order to silently

slip past or deliver a coup de grace from behind.

It worked fabulously well in

Arkham Asylum

, but

like any good innovative feature in video games,

it's immediately deemed necessary, copied, and

swiftly implemented. File under uninspiring.

There are aspects of video games that annoy all of us.

We’ve drawn up a list of features we never want to see or do again.