Bloodborne also used it to balance some of the gem socketing, so that your power weapon wouldn't even last until the boss of an area if you weren't careful.The only time it worked that comes to mind is Dark Souls where it was used to limit how many times you could spam a weapons special attack AND BREAKING THE WEAPON DIDNT VAPORIZE IT.
If you're min/max'ing your gear to the point of having a weapon so cursed that it's durability barely lasts a boss fight, I highly doubt you actually use that weapon to get to a boss. The lesser durability reductions aren't noticeable to the regular user.Bloodborne also used it to balance some of the gem socketing, so that your power weapon wouldn't even last until the boss of an area if you weren't careful.
I hated the water system. I hate that shit in any game.Been playing Dark Cloud recently, and while I'm enjoying the game, fuck the weapon durability system. You can't tell how much wHP you'll lose from hitting an enemy until you hit them (and occasionally you lose 1 point less for seemingly no reason), and striking a blocking enemy costs even more wHP which you also can't tell how much until you hit.
Best stock up on Auto-Repair powder, or accidentely lose that weapon you've been grinding for several hours now because the enemy blocked last frame and it cost wHP that you were expecting.
New vegas handled it relatively well because it was managable for the most part although It is relatively trivialized by the jury rigging perkThe only time it worked that comes to mind is Dark Souls where it was used to limit how many times you could spam a weapons special attack AND BREAKING THE WEAPON DIDNT VAPORIZE IT.
As a shooter Rage became pretty decent when played on the highest difficulty. It changed how the game had to be played and became very tactical in the larger areas of a level. When taking a single hit is a disaster you really start to appreciate the thought that went into the level design.I actually quite enjoyed Rage, even the driving sections. But there was one particular event, whose name escapes me, that was just complete BS. The idea was that an item appears randomly in the arena, and the first one to drive over it gets a point. The fatal flaw in this idea though was that whoever happens to be closest to the spawn will pick it up. So you'd drive to one side of the map and get the item, only for the next one to spawn at the other end leaving you no chance of grabbing it, making every match come down to pure luck.
There was a James Bond game on the Xbox/PS2/GC, maybe Agent under Fire, that I started after breakfast and finished before brunch. It was pirated but I still felt cheated, it can't have been more than two hours long.
I felt the same way after beating Star Wars: The Force Unleashed 2. Later found out that the game had a troubled production cycle, hence why it was so short. Then I found out that a potential third game was cancelled after Disney bought the Star Wars franchise.Not a gameplay gripe but I was totally stunned when the Dishonored 2 credits rolled after a total playtime of 4 hours 38 minutes. I wasn't intentionally speedrunning and I did all the optional objectives.
It's by far the shortest AAA game I've ever played and the only time I've ever felt ripped off buying a game.
Yeah, but making riddles and traversing appealing is too much work for game-developers nowadays. Especially with clueless executives hounding them for not putting more action scenes in the games and demanding less brain-straining stuff.You wanna know what was so special about tomb raider 1 back then? The amount of human-like enemies you kill is way down. Most of the game was traversing and riddles. Fighting was to spice up the game. /boomermoment.
You fight more dinosaurs and mummies than you do humans. Why are games afraid to let us fight dinosaurs and mummies nowadays?You wanna know what was so special about tomb raider 1 back then? The amount of human-like enemies you kill is way down. Most of the game was traversing and riddles. Fighting was to spice up the game. /boomermoment.