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Top 10 Overrated Games

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9.) Fallout New Vegas.

 

Strange I'm talking about this when they're by Bethesda, and that I'm a fan of the Elder Scrolls games, but honestly, I don't think the RPG/freeroaming works for the Fallout games. I feel that they would be better liner as fuck, which will counter what's next on my list.

 

7.) C.O.D. series/Battlefield Series

 

Now grant it, I've never played a Battlefield game, but to me, both series are THE GORRAM SAME! the only real difference is that Battlefield has drivable vehicles, and it's more team oriented. I'm sick and tired of people going "no! They're completely different! they have different maps so they're different!". I'll admit it, I'm interest in trying Battlefield 3, and, like I said earlier, it's more team based, which I like, so who knows what'll happen after trying Battlefield 3.

 

No, you havent played battlefield if you think its the same as cod. The difference is so big that I dont even compare the games. Cod is a fast paced, over the top, every man for himself, not so realistic shooter. Its an "arcade shooter". Battlefield is the exact opposite. It focuses more on teamplay, realism and tactical gameplay. I prefer battlefield, but just because of that I dont go on hating cod, I just stick to my choice and let others enjoy what they prefer. But they are two COMPLETELY different games. :)

 

Fallout new vegas wasnt made by bethesda, it was made by obsidian. :)

"Life sucks sober!"

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10. Super Mario 64

n64_super_mario_64_start.jpg

Yeah, sorry, I just don't have anything nice to say about this game. The controls feel very weird and it feels impossible to control Mario correctly due to the perspective. I often misjudge jumps and stuff and just end up getting frustrated. I dunno, something about 3d platformers in general just feel off to me, though Tomb Raider got it right, more right than SM64 in my opinion. What baffles me is that everyone seems to regard this as one of the best games ever, which is what I don't get. SMB3 and even SMW were much better titles imo.

Did you ever played it on the 64 console? or at least played it on the PC but using the N64 controller?

 

I agree 3D platformers suck ass when you play them on a keyboard, but with some playtime you can get it right on the N64 controller, but i agree the camera control was stiff and rigid and that it could be WAY better.

The future of gaming lies in realistic simulations of extraordinary realities

 

"I am drunk, you dont have an excuse"

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Once again, Mario 64 DS was better.

"Super Mario 64 DS is an enhanced remake of the 1996 Nintendo 64, platform game Super Mario 64"

 

Sorry, but for me both are the same, DS was more like an extended and patched version of it.

 

Im not saying Mario 64 isnt overrated by some folks, im just saying it is a game i can replay any day and enjoy it, and with some N64 controller experience, there is really no reason to dislike it.

 

 

 

Anyway, i think the whole GTA franchise is overrated, but i still think sandbox games have potential as long as the sandbox its not the main feature.

 

I think the "The Sims" franchise is overrated; its famous, a lot of people have fun with it, and the character creation feature is O.K, but the gameplay is way too much house-focused and kid-friendly, the relationship system is shallow, and they make your job an unimportant part of your life.

 

The life simulation feature could be the foundation of a really awesome game, but its either used like an sidelined feature for FPS games, or its just poorly used like in "The Sims", the furniture simulation game.

The future of gaming lies in realistic simulations of extraordinary realities

 

"I am drunk, you dont have an excuse"

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Did you ever played it on the 64 console? or at least played it on the PC but using the N64 controller?

 

I agree 3D platformers suck ass when you play them on a keyboard, but with some playtime you can get it right on the N64 controller, but i agree the camera control was stiff and rigid and that it could be WAY better.

I own a N64 and I own a cartridge. Yes, I have played it on the actual console with the actual controller. And no, that didn't make it any more enjoyable for me.

 

I think it's overrated since it's one of the first 3d games people played and for the time was groundbreaking. But kinda like Doom, I think it gets too much nostalgia points.

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1.) Halo series

You definitely have some valid points, but I have to dispute a few of them, since I think I'm the only one who likes the series.

 

Where do I begin? Oh I know what I shall do, I'll make a checklist of your "generic FPS" and see how many the Halo series fit.

 

[x] Your main character is a super solider/space marine

Agreed.

 

[x] The player's entire health bar should regenerate. This means you just have to make levels cluttered [with square crates, obviously, since for some reason they're accepted in place of actual scenery] and the player will be able to keep alive no matter what.

Regenerating health =/= invincibility. Especially on the higher difficulties. Yes, even in the games with shields only. It's way noobified, but not bulletproof. No pun intended.

 

[x] Only allow the player two weapons. This means you don't have to bother to balance the weapons since you can just refuse to give ammo for them until they have to be thrown away. For bonus points, make the pistol fit into the same system so it ends up completely useless.

I think this makes you plan out you use weapons a little more. Yes, for power weapons, ammo does get cut short often, but that means you have to use what you have more wisely. This may seem like an excuse to not balance weapons, but they are anyway. Again, that kind of depends on which game you're talking about.

 

[x] Throw in at least two of the following: an on-rails shooting section, a sniping section, a section controlling a mounted weapon, a vehicle section with a vehicle that doesn't have regenerating health, a stealth section, an escort mission, a defend area mission, a timed section.

I don't recall an on-rails section in ANY Halo game.

 

[x] Use checkpoint saving. Nevermind that modern consoles can manage quicksaving, you know better than the player when it comes to that and being forced to replay sections over and over is a good way to make the game difficult. Nevermind the implication that forcing the player to play your game more constitutes a punishment. For bonus points, put checkpoints immediately before long unskippable cutscenes.

Agreed.

 

[x] The enemy force should consist largely or entirely of humanoids using weapons the player uses. They should have some kind of dropships and some kind of helicopter, which will act as a boss in one of the few sections where the game bothers to give you a rocket launcher. The remainder of the vehicle list should be: a buggy from your side, a buggy from their side, a tank from your side, a tank from their side, and a turret.

Agreed.

 

[x] If you're feeling adventurous, throw in mutants with ridiculously strong melee attacks. This is an especially good idea in games that feature a weak shotgun or don't have a weapon equivalent to one.

In the games with Flood, there is always a good weapon for taking them out. In Halo 1 it was dat shotty. Halo 2 it was the sword and BR. Halo 3 it was dual plasma rifles and the flamethrower.

 

[x] Assign a motion sensor gimmick. Make it as pointless and annoying as you possibly can.

How exactly is a motion sensor a "gimmick?"

 

[x] If you have a melee attack in the game, have it so strong the player starts wondering why the gun can shoot bullets at all.

What? Because you need to shoot stuff? Try and play the game just by meleeing.

 

[x] Have a key assigned to throwing grenades, but make the grenades themselves extremely underpowered. If enemies can throw grenades, let them do so with ludicrous precision. Add in a grenade indicator so the player is never actually in any danger from them.

Grenade strength varies with each game. From boss level nades (Halo 1) to nerfballs (Halo 2). And there is no "grenade indicator." Where did you see that?

 

[x] Make sure the first section of the game is a needlessly condescending and unskippable tutorial because never before has a game asked the player to move around or switch weapons.

The tutorials go away on the higher difficulties, but yes, they should be skippable on any difficulty.

 

On the other hand, I'm surprised you didn't mention ally NPCs. Holy shit. While the enemy AI has gotten better and better, the allies have always been incredibly worthless. Especially since you need to rely on them to take out stuff sometimes in vehicles. They are the worst part of all the Halo games.

 

Am I a bit of a fanboy? Sure, but since Halo 1 was my first FPS, It will always be a little special for me at least. Yeah, it's not the greatest, yeah it has flaws, but it is still a decent shooter.

 

Moving on...

 

Far Cry get psychotically hard towards the end. I had to flat out cheat at the very end at the volcano base. I think it depends on your taste though. For me, I thought Far Cry had great atmosphere, absolutely fantastic level design (I love the open-ended pseudo-nonlinear style), and awful writing.

I pretty much agree with Ross on Far Cry. I actually ended up breaking a decent pair of headphones during the level where you rescue that CIA chick who's name I can't remember or care about. Those giant mutant soldiers are RIDICULOUS. I never played the game again after that, and never actually ended up finishing it, because I have never cared less for a video game story than Far Cry's.

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Doom- Where do I start. No free-aim, no jumping, monsters that are indistinguishable from the background, bad game mechanics, no premise, textures where each pixel is easily visible, bad gunplay and the fact that every other arcade FPS does it better. Doom is nothing more than a museum piece in my opinion.

IT'S FROM 1993

 

WHAT DO YOU WANT FROM IT

R.I.P Stephen "Anti-Social Fatman" Bray

 

"In the meantime, the sun will be rising. You will know all, and I will not feel this dread any longer."

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Doom- Where do I start. No free-aim, no jumping, monsters that are indistinguishable from the background, bad game mechanics, no premise, textures where each pixel is easily visible, bad gunplay and the fact that every other arcade FPS does it better. Doom is nothing more than a museum piece in my opinion.

IT'S FROM 1993

 

WHAT DO YOU WANT FROM IT

I WANT JOHN ROMERO.

 

Anyway, this was said before, but i would like to re-state that just because a game is famous and you dont like it doesnt mean the game is "overrated", just means its not your sort of game, this thread is looking more like some sort of confessionary where people confess the games they feel guilty because they didnt like it and blame the game for not getting their attention or amusement.

I guess Alyxx' intention when she created this thread was to make people stop with the stereotyping of CoD, after all, in the gaming universe there is no god and no devil, there are just different games

The future of gaming lies in realistic simulations of extraordinary realities

 

"I am drunk, you dont have an excuse"

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[x] If you have a melee attack in the game, have it so strong the player starts wondering why the gun can shoot bullets at all.

 

Makes me wonder if that'll be the case for MGS: Rising.

 

GTA 3: I can understand why most people like this game. It brought an open 3D world to the GTA games but I couldn't find anything else redeemable about this game beyond that. The first person aiming and other controls were awkward and compared to GTA 4s storyline, it falls flat. After a few missions, I started to get bored. (This happened during my first playthrough!) I consider that to be a bad sign for a sandbox game notorious for its ridiculousness.

I don't like writer's block, I prefer to call it writer's parry.

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When I played Amnesia, I felt restricted. Everyone thinks I wanna play the game with a gun but no, that's not the fucking point. So I want everyone to just stfu about that.

I can tolerate having no weapons. I can tolerate it being an adventure game as opposed to an action game. What I CAN'T fucking tolerate is the fucking darkness mechanic they added which basically makes your character go insane if you don't have light, and light sources were WAY too limited and I felt like I was forced to basically search for tinder and oil everywhere, but couldn't use it because it would go away quickly, which made exploration a fucking chore, and exploration is a very important part of immersion, and when you are limited in resources and cannot explore, then that forces you along a path and makes the game a lot less immersive.

 

I really tried getting into the game and I really tried exploring it and getting into it. But that fucking mechanic, and the whole thing about making Daniel a pussy ruined the immersion for me. I felt like I was controlling a character, not like I actually was that character, and by making Daniel act the way he did, it actually limited the immersion for me. So it worked heavily against its purpose.

 

I was aware I was playing a game, and that's the whole fucking point. I wanted it to feel like I was actually there, like the stuff happening around me actually was threatening. But my problem is that I was constantly reminded that I was just playing a game and playing a character. So it had nothing to do with being able to defend myself. And I hate that nobody gets that.

 

It's why I prefer games like Call of Duty or Deus Ex, they allow for customization, to let you play the game how YOU wanna play it.

Game developments at http://nukedprotons.blogspot.com

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Well, sorry ms Chuck Norris. But when you give the player a character chances are pretty big there are people who are not able to relate to him.

 

Also I still don't get your complaint about the restriction, I found tinderboxes all over the place.

 

1.) Halo series

You definitely have some valid points, but I have to dispute a few of them, since I think I'm the only one who likes the series.

I actually like the series as well(at least 1 & 2 because all after that was Xbox exclusive). I mean gosh, the characters are boring to me, the level design is repetitive and the whole game isn't particularly diverse. But I still like it, the universe is pretty cool, Master Chief is a badass and the humor is pretty funny.

¯\_(ツ)_/¯

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Well, sorry ms Chuck Norris. But when you give the player a character chances are pretty big there are people who are not able to relate to him.

 

Also I still don't get your complaint about the restriction, I found tinderboxes all over the place.

That's the point, if you want to scare me you have to make me feel truly immersed into the game, like it's me who's actually there. And I don't mean I want the player to have guns, I am all for limited resources and having to use your brain to figure out how to proceed, but when I played Amnesia, I felt constantly reminded I was only playing a game and playing someone else, and that can truly ruin the immersion, and when that happens, you won't get scared, believe me. When the character started cowering and laying down on the floor, or grinding his teeth and stuff or talking to himself, I felt like that wasn't me, I was only playing someone else. If you can grasp how much that ruined the game for me, then at least you might understand WHY I think this game is overrated. I felt like the game forced me into playing it a certain way, and it had nothing to do with weapons at all.

 

It was just that Daniel reacted to things happening around him, and that ruined the entire thing for me. It is ME who should react, not the game character.

 

And yeah, I found tinderboxes all over the place too. The problem was that I wanted to explore a bit and went back and forth a lot, and by the time I got further, I couldn't find anymore and was stuck using the lamp, which used up oil like an american car uses up gas. And if I wanna feel immersed in a game, I have to be able to fully explore it.

 

I never felt truly scared, because the game kept reminding me that none of it was real. I didn't feel any immersion whatsoever because Daniel kept putting me out of it. I truly tried getting into the game.

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I truly tried getting into the game.

I know that feel.

I can understand why you might not like the game.

 

Although I don't feel the same because I was scared shitless and Daniel being a big pussy really didn't kill the immersion for me.

¯\_(ツ)_/¯

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Yeah, I just want people to understand that the game relies heavily on immersion and when the immersion fails then everything fails. I think if they just did it dead simple with you going around with nothing but a flashlight while stuff happened around you, that would be a ton more effective. I felt they just tried too hard.

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Yeah, I just want people to understand that the game relies heavily on immersion and when the immersion fails then everything fails. I think if they just did it dead simple with you going around with nothing but a flashlight while stuff happened around you, that would be a ton more effective. I felt they just tried too hard.

 

So Doom 3.

 

Amnesia is amazing as it is, it has been named the best horror game of all time by many different gaming sites. Even Yahtzee loved it.

 

Every gameplay mechanic served the story and the characterization, wanting enough tinderboxes to fuck around in an area with plenty of light for as long as you like destroys the pacing of the game and lessens the horror element. The developers are true horror veterans, they know what makes a good horror game and they outdid themselves with Amnesia. The way you want the game would have left you with a totally different game altogether, one that wouldn't have become the huge indie hit that Amnesia was.

 

Having to choose between using up your resources to create light or not using any and slowly going insane was a mechanic designed to build tension, which is did very well. The sound design kept you on the edge of your seat almost all the time and I doubt you got past the first monster encounter without getting frightened if you followed the instructions on startup.

 

And despite you saying that the lack of weapons wasn't what annoyed you, that was all of your earlier complaints against the game.

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I felt I was misunderstood and misread at that point, and probably didn't formulate myself well enough.

 

But yeah, I had huge expectations for Amnesia. It promised a unique and scary experience, and I wanted and expected to be scared and immersed.

 

When the game failed, it felt a 100 times more disappointing as a result.

 

I don't wanna overexplain myself, and I don't really give a f*** about the developers of the game or what people say about it. Hell, I don't even watch any of Yahtzee's work (I don't care for him). It didn't work for me, at all, and I was disappointed.

 

My main fucking point is that the problem was that Daniel's reactions and the way the game was designed made me feel like it wasn't me who was there, it was Daniel and I was merely controlling him around. It completely ruined any immersion for me. Whether that's because of me or the game, I don't really know, but I feel like I'm one of the only people who feel this way. I mean, it's pretty hard to feel immersed in a game when you're shouting at the screen and nearly destroying it out of pure frustration.

 

Weapons or not, Amnesia felt full of pretentious bullshit that added nothing to the gameplay, and practically forced Daniel's characteristics onto you. It made me feel completely detached from the game as a result. Maybe some people like that and can get into that, but I can't. The whole thing just backfired on me completely.

 

Imagined if in Pac-Man, when Pac-Man sees the ghosts, he'd just stop entirely, not letting you control him. That's how it felt for me, lack of control. It didn't scare me, it just fucking annoyed me.

 

Daniel might be a total pussy, but the fucking point is that it's not him who should be, it's me. I need to feel like that's me inside the game, the stuff happening in there is really threatening. But no, I was controlling a fucking pussy who would lay down and shiver when something scared him. It's just SO FUCKING ANNOYING!

 

And I don't mean to hammer this stuff in or anything, but I just feel like NOBODY can fucking understand this or why it fucking ruined the immersion and experience for me. I mean, without all of this, Amnesia WOULD be a damn fucking scary freaky game, but it just annoys the living SHIT out of me, making it damn impossible for me to fucking play it without feeling like I wanna fucking STRANGLE my own protagonist.

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and practically forced Daniel's characteristics onto you

Doesn't any game that does not have a silent protagonist or is an RPG do that?

 

Imagined if in Pac-Man, when Pac-Man sees the ghosts, he'd just stop entirely, not letting you control him. That's how it felt for me, lack of control. It didn't scare me, it just fucking annoyed me.

Bad comparison, Pac-Man is not a horror game.

¯\_(ツ)_/¯

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Doesn't any game that does not have a silent protagonist or is an RPG do that?

A good RPG usually let you customize your own character and play the game any way you want to, so I'd have to disagree there, and I guess you're right about any game that doesn't have a silent protagonist, but that's my fucking point: Why did Amnesia need a character like Daniel? Was it necessary to make his personality that strong? It completely removes any immersion for me and that's what I'm fucking trying to say!

 

Bad comparison, Pac-Man is not a horror game.

But Pac-Man does build tension by having you being defenseless against your enemies unless you eat a power pellet. The ghosts feel like a real threat in Pac-Man and are an integral part of the gameplay. Just like in Amnesia where you are basically defenseless against your enemies and you have to outsmart them. Pac-Man might not be a horror game but it does have a lot of tension because you're basically defenseless for most of the game time and for each level, the power pellets last shorter.

 

Pac-Man is either way a much more enjoyable and rewarding game experience.

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Putting fucking in every other sentence does not make your point come across stronger.

 

The difference is that Pac-man and Amnesia offer a different kind of immersion. Pac-man immerses you in that you really need to focus to succeed at the game(the tension you mentioned it creates). Amnesia uses mostly story, setting and sound design.

 

A good RPG usually let you customize your own character and play the game any way you want to, so I'd have to disagree there, and I guess you're right about any game that doesn't have a silent protagonist, but that's my fucking point: Why did Amnesia need a character like Daniel? Was it necessary to make his personality that strong? It completely removes any immersion for me and that's what I'm fucking trying to say!

What I meant to say is that any game that does NOT have a silent protagonist or is NOT a RPG does that.

¯\_(ツ)_/¯

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She doesn't feel scared because she wanted to immerse herself into the enviroment without having to hear the character or lose control in what she was doing. To most people obviously, that just further strengthens the scariness factor of it. To her, it didn't. Case closed. You guys are arguing her same points over and over.

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