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Ruined by one aspect?

No way to change inverted controls in multiple titles.

Very annoying :/
No One Lives Forever

There's absolutely nothing wrong with this game, it's perfect.
Titanfall: the lack of bots for single player enjoyment (and I never found custom bots either).

It breaks my freakin' heart because I really like the gameplay, but playing with other people is just terrible for me.
any game that employs check point saves with less than generous number of check points

any game that uses platforming when its not listed as a platformer in the description

exploration games that use unskippable animations, dialogues, and cut scenes
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mintee: exploration games that use unskippable animations, dialogues, and cut scenes
Actually, I would argue that any game that has unskippable animations, dialogues, and cut scenes would be ruined by them. This is especially infuriating when it is easy to initiate one just because you pressed the wrong button, or by something out of your control (like an enemy using an attack with a long animation; looking at you FF7's final boss), or as a punishment for being hit or caught by the enemy.

Also, unskippable load times. If you are going to put load times into your game, please include a way to skip them; if that is not feasible, get rid of the load times, even if it means not being able to load fancy assets that happen to be very large.

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mintee: any game that uses platforming when its not listed as a platformer in the description
Similarly, any game that has mandatory stealth sections (*especially* when they are insta-fail) that isn't specifically listed as a stealth game; as I mentioned before, this ruined Zelda: Ocarina of Time, and many other Zelda games, for me.
Post edited March 28, 2017 by dtgreene
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dtgreene: Actually, I would argue that any game that has unskippable animations, dialogues, and cut scenes would be ruined by them. This is especially infuriating when it is easy to initiate one just because you pressed the wrong button, or by something out of your control (like an enemy using an attack with a long animation; looking at you FF7's final boss), or as a punishment for being hit or caught by the enemy.
Final Fantasy VIII's Eden Summon was 3 times as long as Super Nova.... All Summons were long, but Eden was the longest of them all... Well, Final Fantasy VIII was wrong in so many ways anyway... After that all Summons in later FFs got short versions, and FF XII got skippable cutscenes.
Did you just say FF8 is wrong? No, no you must have mistyped. I'm gunna watch the intro again.

I'll be waiting there, I promise. HIIYAAA!!!11!! :Fires gunblade:
Post edited March 28, 2017 by bad_fur_day1
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bad_fur_day1: Did you just say FF8 is wrong? No, no you must have mistyped. I'm gunna watch the intro again.

I'll be waiting there, I promise. HIIYAAA!!!11!! :Fires gunblade:
Intro was cool, soundtrack was very cool, some other things were cool, but level scaling, spell drawing, overabundance of mini-games, unskippable and very very long cutscenes, Gil system and constant switch of party members were... ugh... Near-Death-Experience and spamming limit breaks made healing unwanted and bad, using magic was bad (it weakens junctions), etc..... ugh...I adore Final Fantasy series, but I think FF 8 was the weakest game in it. There was not one but MANY aspects which ruined FF 8.
Post edited March 28, 2017 by Sarisio
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Sarisio: Intro was cool, soundtrack was very cool, some other things were cool, but level scaling, spell drawing, overabundance of mini-games, unskippable and very very long cutscenes, Gil system and constant switch of party members were... ugh... Near-Death-Experience and spamming limit breaks made healing unwanted and bad, using magic was bad (it weakens junctions), etc..... ugh...I adore Final Fantasy series, but I think FF 8 was the weakest game in it. There was not one but MANY aspects which ruined FF 8.
Hmm, apart from FF11 Online it's probably my favorite Final Fantasy.
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Sarisio: Final Fantasy VIII's Eden Summon was 3 times as long as Super Nova.
There's actually one rather significant difference:

In FF8, you can avoid seeing the Eden animation by simply not using that summon; it's not ideal, but at least you could avoid it. FF7's Supernova animation is the result of an enemy's action, and therefore, there's no way to avoid the animation short of killing the boss in question before the attack in question gets used (and, of course, said boss is likely immune to status ailments, so that probably won't work).

Also, actual timing (based on videos): Eden goes from 0:26 to 2:10 on one video, giving a time of 1:44 (1 minute 44 seconds, or 104 secionds. Supernova (US/International) goes from 0 to 2:02, so 2:02 (2 minutes 2 seconds, or 122 seconds), so no, Eden isn't 3 times as long as Super Nova; in fact, Super Nova is actually the longer of the two animations.

Edit: Japanese Super Nova (for those curious) starts (in a different video) at 1:28 and ends at 1:55 (wiping out the entire party in the video I chose). That's "only" 27 seconds (which is still way too long for an enemy's attack). I have no idea what possessed the developers of the US/International version to make the enemy's spell animation longer. Sure, it might look nice the *first* time you see it, but if the battle goes on long enough to see it a second time, or if your party gets wiped out on the first attempt, it becomes annoying and a waste of time.
Post edited March 28, 2017 by dtgreene
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Matewis: Yes I'd also like to know. If it wasn't for the turn limit then I might actually have gotten past the first level :P
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IwubCheeze: Yup, for any mission. Camapign, single scenerio, custom game and training missions. When you select the mission you want to play, you'll be taken to the attached screen and can turn the turn time limit off there

I got annoyed by the time limit in the campaign as well as in some missions you have a ton of unit and no time to move them. Turning off the time limit made the game so much more enjoyable
Oh, that turn limit. Lol I thought it was too good to be true. I was thinking of the first mission in which you have to complete the objectives in a certain number of turns. Could never do it as a kid :P

That looks like a fresh screenshot though. You still playing the game? How crash-to-desktop-y is it? My box copy used to crash every now and then on my 486.
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Matewis: Oh, that turn limit. Lol I thought it was too good to be true. I was thinking of the first mission in which you have to complete the objectives in a certain number of turns. Could never do it as a kid :P

That looks like a fresh screenshot though. You still playing the game? How crash-to-desktop-y is it? My box copy used to crash every now and then on my 486.
Yeah, when I first started MAX, I was also a little daunted by what seemed to be a strict time limit. Thing is though, it really wasn't that bad once you realized you aren't playing Warcraft or CnC (ie, trying to destroy everything. It's just a waste of time). In the first mission you did have to keep your units clustered together pushing west. It's just the ecosphere you had to destroy so there isn't much point attacking unneeded targets. I think I did that mission in about 18-20 turns or something. MAX does require you to be in the right mindset to play and it's why I liked the game so much. Massing units and trying to steamroll the enemy doesn't really work here ;)

I finished the campaign, single missions and training missions so I have considered this game completed and no longer on the backlog :P Unfortunately, the game is somewhat buggy and could crash a fair bit. There was also a bug where once you loaded, you couldn't move any of your units. If you saved regularly using different save slots, you should be fine.
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IwubCheeze: *snip*
Ahm, I think you misunderstood me. I didn't mean the time one has for a turn. I turned that to unlimited already. I meant the number of turns in which a mission has to be won.
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IwubCheeze: *snip*
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viperfdl: Ahm, I think you misunderstood me. I didn't mean the time one has for a turn. I turned that to unlimited already. I meant the number of turns in which a mission has to be won.
Oops, yup, I misunderstood. I remember before I bought the game people didn't like how the game crashed after 150 turns or something. Seems they wanted to be able to have longer games and explore different upgrade paths and the different tactics that would bring. MAX certainly has the potential for it. It's a shame it's unlikely a game like this will be made again. While is it disappointing, I wouldn't say it ruined the game, just limited the potential.

MAX2 on the other hand, well, it was ruined by more than just one aspect :P
I see alot of people saying that certrain save functions ruin their games. Why alienate a whole customer base that hates replaying whole sections due to death as in checkpoints. The more troubling bit is utilizing one auto save the whole game. both can ruin a game if corrupted (easily done with power outages or game glitches such as project zomboid, starbound, and most recently STories Untold where i had two games with auto save corruption causing whole wipes) or autosaving in a no win situation.

so why do devs force checkpoints or one saves? is it easier to code? why not give customers the option to add difficulty by toggling on checkpoint saves function if they want. as for one save, why dear god why? ive had so many games ruined by that