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jonridan: Half-Life 2: damn those physics puzzles...
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timppu: I finished HL2 originally back when it was still a relatively new game... and replayed it all through a couple of years ago, also to finally play the Episodes.

I don't remember being annoyed by the physics puzzles, but there was one section though that made me realize the physics in HL2 are actually pretty cool. There is one level where you are driving the car/buggy through the roads, and there is a closed gate blocking your way.

The first time I played it, I recall I used my physics gun to pile up trash on top of each other against the gate, so that I could create a "ledge". Then I pushed my car with my physics gun via that ledge over the gate to the other side, and went to the other side by foot (I don't recall if I had to climb that same ledge, or if it was possible to just walk to the other side without the car), and continued driving. Problem solved.

The second time I played that game... Oh! Oh! There is actually a switch in a nearby hut that opens the gate! How come I missed that the first time I played the game?

How cool is that, being able to find your own solution to the problem via the game physics? I am pretty sure the game designers didn't really intend me to be able to get past the gate without opening it, but I did anyway, in a way that made sense to me. :)

And yeah, I also liked throwing those saw blades with my physics gun to the zombies, cutting them in two. Another great use for the game physics.

Overall, when I played HL2 the first time, I had this "meh, but ok..." feeling, but for some reason I liked the game much better when I played it again (a couple of years ago). It was better than I had remembered, and I was also surprised how good it still looked, given its age (albeit I am pretty sure it has received lots of graphical updates since when I first played it, making it look even more modern; like the ones that came with the Lost Coast).
Yes, but the bricks puzzles, and the "air tanks below the wood plank" puzzle do suck xD Still one of my favorite games though (And my face when I first saw the Striders, maaaaan...). Episode II is my favorite though :P
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Barefoot_Monkey: Breath of Fire - the sheer frequency of random encounters.
Oh yeah, encounter rates. I've never had a problem with it in BoF games, personally, but Lufia & The Fortress of Doom is nigh unplayable because of its absurd encounter rate.
Although The trine series was great, the only drawback was trine 3 when it is replaced by 3d mechanics, the build was good but in length, story, and the concept, the first and 2nd trine ware far more better than the 3rd trine..
Post edited March 24, 2017 by Xanders025
TES Oblivion: Level-scaling. It made progress meaningless, fights tedious and is the keystone of one of the worst leveling systems I've ever had the displeasure of encountering.

Diablo 2: Lack of transparency in your character build. I never felt I had a full handle on how things tended to benefit me.
Big, deep, open world RPGs/similar styled games in which EEEEEVERYTHING is possible... everything but a female player character.

edit: Also: Everything with online DRM: The online DRM. No time or money will be wasted here.
Post edited March 24, 2017 by anothername
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Barefoot_Monkey: Breath of Fire - the sheer frequency of random encounters.
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227: Oh yeah, encounter rates. I've never had a problem with it in BoF games, personally, but Lufia & The Fortress of Doom is nigh unplayable because of its absurd encounter rate.
Emulators to the rescue!
Fast forward button + autofire button.
Post edited March 24, 2017 by Klumpen0815
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Klumpen0815: Emulators to the rescue!
Fast forward button + autofire button.
Yeah, that's the only way I can play through it anymore, but even that's not a perfect solution. The music is already migraine-inducingly bad, like having someone take a power drill to the side of your head. Fast forwarding makes it so much worse, though, like the person with the drill is on cocaine and way too happy about what they do for a living.

Sure, you can turn the volume off, but at that point I always start to question why I'm not playing something better instead.
Diablo 3, having mandatory set mastery dungeons in order to complete Season Journeys.
Descent 2: The massive number of doors and secret panels that will only open once ever. If you didn't realize that shooting that one panel opened a secret door two rooms over, and didn't get to it before the door closed 8 seconds later, you can NEVER EVER get those powerups hidden in there. It's the worst sort of trial-and-error gameplay... maybe they were trying to sell more strategy guides or something? There were plenty of these sorts of things in the first game, but if you didn't get to them in time you could just reset the puzzle. Not so in Descent 2.

As an added bonus, many of the bosses are immune to the majority of the weaponry in the game, and are only vulnerable to vulcan and gauss weapons.
HalfLife - German cut version
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viperfdl: HalfLife - German cut version
Hey, that's more than one aspect. :) :)
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ExiL0n: This isn't probably perceived as an issue by the majority of the users, but I'm an anxious completionist!
I'm really, really bugged by games with "now or never" sections that prevent you to get something consistent - a skill, a secret level or such.
Just to make an example, I stopped playing Final Fantasies (I'm talking about the older ones, I have no idea about the latter) due to this: I found myself losing hours trying to steal from every monster, checking every bush to be sure not to miss any item/spell/secret (well, I also hate using walkthroughs XD). I lose touch with the story, even though it's great.

Not to mention games that allow you to replay older scenes, but forget to tell you the "non-return" point to the final part. GAH!
I actually agree with this complaint. I am of the opinion that a game with side quests should allow you to put them off until the end of the game and then go back and do every side quest. What's particularly bad is when permanent missables include some rather important things, like the Blood Sword in Final Fantasy 2 that wasn't removed in the later remakes (the other one, the one that wasn't permanently missable, was removed, making the dull part of the game even more dull, since that was the only interesting new piece of equipment available around that point).

Two other related issues that can ruin a game:
1. Having permanent missables be RNG-based. For example, if a boss that can only be fought once can drop a unique item.
2. Missable stats. This is a problem in any game where level up stats are random and there's a level cap (even if it's much higher than the expected end game level), unless there is a way around that (like farmable stat boost seeds). It's also a problem in games with mechanics like "equip this at level up to get a bonus".

I could point out that Morrowind, to me, is ruined by the way stat and hit point growth at level up works (and this would also affect Oblivion, which uses the same system with only one minor tweak that IMO makes the problem worse).

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Barefoot_Monkey: Breath of Fire - the sheer frequency of random encounters.
That game has a cheap readily available item that eliminates random encounters entirely for a while. Why not use that item instead of complaining about there being too many random encounters? (I actually don't like to use that item except while hunting, as I feel it cheapens the (already too easy) difficulty.)
Post edited March 24, 2017 by dtgreene
Hmm... I'd say game theory, on any game. XD

Other than that though, the game: Chrono Trigger
The aspect: mandatory button mashing

That's a friend's game.

Mine: Unturned
Aspect: multiplayer. Nuff said.
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dtgreene: That game has a cheap readily available item that eliminates random encounters entirely for a while. Why not use that item instead of complaining about there being too many random encounters? (I actually don't like to use that item except while hunting, as I feel it cheapens the (already too easy) difficulty.)
What on earth prompted such an angry response? I played Breath of Fire and know very well what Mrbl3 is. I wouldn't have finished the game without it.
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dtgreene: That game has a cheap readily available item that eliminates random encounters entirely for a while. Why not use that item instead of complaining about there being too many random encounters? (I actually don't like to use that item except while hunting, as I feel it cheapens the (already too easy) difficulty.)
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Barefoot_Monkey: What on earth prompted such an angry response? I played Breath of Fire and know very well what Mrbl3 is. I wouldn't have finished the game without it.
Sorry if I sounded angry. I was just assuming that, since you complained about a problem in the game that can easily be worked around, that you would not be aware of said method.

(One thing that is annoying about Breath of Fire, but not game ruining thanks to that item, is that if you are trying to hunt animals on the world map, you can get attacked by monsters, and when the battle ends, the animals you were hunting (and any meat they have already dropped) will disappear.)