Aquaria, final boss fight (sequence) - I don't have the patience to repeat and master several tough boss fights in a row without saving.
Marlow Briggs, final boss - I don't have the patience for fights in which 70% of the time is spent on evading the opponent's attack pattern and the damage I can do myself in the other 30% is so weak compared to the life energy of the boss that it takes ages.
Anodyne - the awkward jumping mechanics are game-stopping to me in the last(?) level. I have no clue how others were able to finish the game, it just doesn't work for me.
Knights of the Chalice - Not quite near the end yet, but far into the game, and I've become sick of the mechanics of no return, no resting, lots of wearing down by tough combat without any indication for how long you'll have to endure it before you're saved or hopelessly stuck in a dead end situation which requires you to replay the last hour or so. I enjoyed the game in general and would have loved to play on, but these design decisions ruin the game for me. Turning hard-earned xp into crafted items - and thereby hindering the level progression of your group in order to survive - becomes a necessity and I strongly dislike that idea in a RPG.
The thing is, I loved all those games before I got stuck and I can't bring myself to admit that I've abandoned them shortly before the end either, and it's bugging me, too ... Sadly, I have no better solution than the one mentioned by Telika, although in some rare cases, I "finished" the games by cheating (HL2-Ep2) or by watching the ending on YouTube (Gabriel Knight 2), if I didn't enjoy the last task, or I actually managed to complete them myself by trying again after a long break and suddenly finding that it wasn't as hard as I remembered it (Zeno Clash, Psychonauts).
Post edited September 27, 2015 by Leroux