Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Decline Name me the worst part of a game you remember most

SerratedBiz

Arcane
Joined
Mar 4, 2009
Messages
4,143
Star Ocean 2: Second Story -- those mindnumbingly bad combat voices

Sorry but this was a 'so bad it's good' thing. Plus, you hear them SO OFTEN you end up memorizing them.

THIS IS BAD

HERE'S THE ENEMY

WE MUST FIGHT HARDER OR ELSE
 

markec

Twitterbot
Patron
Joined
Jan 15, 2010
Messages
45,665
Location
Croatia
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Dead State Project: Eternity Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Escort missions in pretty much every game.

Rats of Trapper Town in Fallout 2.

Last chapter of Divine Divinity.

Spending 1 hour of my life exploring a massive dungeon in Daggerfall only to realize game spawned quest monster inside of a wall.

Combat speed of Wizardry 8.
 
Joined
Jul 26, 2015
Messages
1,350
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
How can one mention the Divine Divinity starting dungeon and not mention the fucking endgame dungeon, or, indeed, the entire fucking endgame, is beyond me. When I saw the thread title, DivDiv endgame was the first thing that sprung to my mind, so ho boy, it really must mean something.
I remember getting here once and then stopping just shy of the actual ending of the game, then having to format my computer. The second time I got here, the most annoying part are the boss battles which, in the unpatched version of the game, are a fucking pain in the ass (even when you meet them before the end, it was still painful). Got 1500 hp? They've got spells that will take that down in a matter of 2 seconds. I remember there was this one fight, at the beginning of the game, with an orc drummer, not only did he have an offense so high that he could hit you when you were level 40-50, but he could fucking hit for up to 75% of your health and had so much hp and was able to instantly regenerate whenever the fuck it wanted to.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,144
Location
Searching for my kidnapped sister
You are aware you can really, really like a game and still be critical of it, right?
Even if your taste is shit.
Nah, I reserve my uncritical admiration for FF8. F2 is fine, and most problems people have with it I dont have the same feeling.
Critical? Fallout 1. My god people keep praising it. Though my problem with it is mostly the unpolished features of gameplay, not tiny detail of background.
Critical? Baldur's Gate 1. What a snoozefest. Even the BGR mod for NWN2 is better than this original game.
 
Joined
Jul 7, 2015
Messages
254
Location
Norfolk
Shooting and Platforming in Omikron the Nomad Soul. It stops me from completing it, because fuck if it isn't interesting as hell overall.
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
27,089
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
As for origin, I thought from the 1st run that it's something they notice and settle around it: a big temple-like building next to the water source, of course they would settle around it. The temple make for a dandy place to store long-term storage stuff. Why would anyone think the tribe built it?
That's just swapping one bizarre, illogical conclusion with another bizarre, illogical conclusion. If the tribe didn't build it, who did? Who decided to build a pyramid in the middle of bumblefuck nowhere and do absolutely nothing with it but stuff it full of Indiana Jones-tier traps and pitfalls? This isn't Cairo, it's fucking Southern California.

So the tribe comes across it, and instead of doing what most would do when faced with a building that's nothing but a giant death trap and completely unknown to them (i.e. stay the fuck away from it), they decide to turn it into an elaborate testing ground to see who the chosen one is. This would require them to send teams of people in to scope out the entire thing, ensure that it's at the very least fair to whoever's having to go through it (likely losing men to any trap they fail to detect, as well as to the various critters inhabiting the place), and do so in a way which doesn't do irreparable damage that'd ruin the whole thing.

All of this instead of, say, just training someone up sufficiently via conventional methods to ensure they know what they're doing.

You are making strawman argument and you know it.

Who built it you asked? Where the fuck are we? It's Arroyo of fucking ex-United States of fucking America, of course the Kwa built it. Who else? Green martian?

The temple's architecture only has some similarity to Islamic one, but very slight. spacious and high ceiling, good for storing stuffs like corn or potato. As for who built the trap, who else but the fucking tribals? You think those primitive traps can maintain itself over the years? Ha. Before the Test, the leaders of the tribe of course would send people to fix them up first. Preparation is of course needed. And it's one thing for some experts to fix what they know best, but an entire another thing together to get past the whole complex.
++ In regard to medieval ritual to choose Chosen One, you could reference some Scottish or Celtic rituals compose of several tests: log throwing, bull wrestling, knife throwing etc... It test several different skills. Same thing with the Temple.

++ And before you making another strawman argument regarding to the strange architecture, I will remind you that you are playing in ex-United States of fucking America. A slight resemblance to Egyptian style is the least strange thing you can find in such game setting. Even now you can find fucking pyramids, sphinx, mosques, treehouses, all over the place. Built by the fucking Kwa.

And of course the wouldbe Chosen Ones are trained. The Temple is just the final practical test for them. Isnt that three preset characters, and one total custom, for you to choose?

laclongquan you're reaching too far in your defensive argument of the Temple of Trials.

I'll admit that the argument that the Arroyo clan built the Temple is about as strong as that they discovered it by chance (namely, paper-thin) but the fact of the matter is that the building sticks out like a sore thumb in every sensible way. The Temple's origins are not explained, the Temple's purpose beyond hosting the Trials is not explained, yet the sheer size of it demands such an explanation...in a game with so much text that we get a 1000-word essay on how the fumes of brahmin shit gets you high.

But if I were to decide whether the Temple was built by the Arroyo tribe or existed there prior? The reason the Vault Dweller settled in Arroyo is because the canyons were easily defendable. At no other point is any other reason mentioned. That the Vault Dweller could settle in Arroyo strongly suggests that there was no one living there in the first place. And, here's the kicker, if there was a giant pre-war temple-like structure present in the canyons, the odds of it being undiscovered by post-apocalyptic Man before the Vault Dweller came along would be...zero. And once discovered, it would be settled and used for some purpose, most probably by the other tribes living in the area. Yet they don't breathe a word of it either. And the argument of "The Vault Dweller would have kicked out any tribals laying claim to the temple" would result in the Arroyo tribe being hated and vilified by most other tribals in the area. Yet we don't get a whiff of this in the game.

I'm sorry, but that Temple (the structure) is Wrong any way you look at it. Were I to design it, I would downgrade the structure appearance-wise, both exterior and interior. Show that some effort was made to make it look menacing and imposing on the outside, while the interior is just one giant cave that has had some basic work done to it to make it be...less cave-like. Rugs on the walls and floor, maybe bricks on the floor in the entrance hall, but that's it.
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,609
Location
Winter
Ultima_VIII_box_cover.jpg


I know some people like this (or at least don't hate it) but the decline from U7 to this piece of shit still makes me mad. I don't think I've ever played more than an hour or two of the game. Think I quit when I needed to do some platformery jumping. Lame.

On the plus side it killed all my expectations/hopes for U9 so I never even bought that one thus avoiding more crap.
 

Carrion

Arcane
Patron
Joined
Jun 30, 2011
Messages
3,648
Location
Lost in Necropolis
I'm sorry, but that Temple (the structure) is Wrong any way you look at it. Were I to design it, I would downgrade the structure appearance-wise, both exterior and interior. Show that some effort was made to make it look menacing and imposing on the outside, while the interior is just one giant cave that has had some basic work done to it to make it be...less cave-like. Rugs on the walls and floor, maybe bricks on the floor in the entrance hall, but that's it.
...or just take the "dumb tribals" approach a bit further and make the "temple" into a pre-war factory or other facility, perhaps full of old machinery that the villagers can't even begin to understand and might even be afraid of. It'd still raise questions like "why hasn't anyone taken it over?", but the same could really be said about the village of Arroyo itself.

While playing Fallout 2 it's probably better to simply not ask why or how something is like it is.
 

wwsd

Arcane
Vatnik
Joined
Jun 16, 2011
Messages
7,620
I agree about the final act of DivDiv, but I never had much trouble with the first dungeon except for the first 1-2 times I played it. I seem to recall that it was possible to leave that dungeon aside for a while and just leave the town and explore, so that's what I did. Of course, at some point you have to do the dungeon if you want to advance the story, but you can then come back to it stronger. The dungeon itself had some enemies that were a bit harder, but mostly you're just slaughtering skeletons. And there are lots of ways to get back to the surface quickly enough to heal, buy potions, sell loot, and tackle the rest of the dungeon later on. Plus you get the teleporter pyramids.
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
27,089
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
While playing Fallout 2 it's probably better to simply not ask why or how something is like it is.

True.dat

One further thought, and a somewhat amusing one at that: How come civilization at this particular point on the West Coast is only at a tribal stage? Whose ancestors settled there so that it regressed to that level? Could it be hipsters and such from San Fran and Seattle?
 
Joined
Dec 17, 2013
Messages
5,103
- The entire Lonesome Road DLC for New Vegas: several hours of pretentious whining from some asshole to frame a boring linear side-journey.
- The last map of Divine Divinity: the first map was amazing, the second map so so, and the last was just a monster infested wasteland to slow down your path to the final fight.
- Conclusion of KotOR II: after the anti-climactic letdown of learning that the big bad guy was not the actual villain of the game, you re-calibrate your target sights on... the old bag that was with you all along, except that she hasn't actually really done anything bad that was clearly shown in the game, so you have about zero motivation to fight her, and her own motivation is very murky, and after you defeat her, you learned Revan has gone elsewhere... Just sleep-inducing all around...
 

Venser

Erudite
Joined
Aug 8, 2015
Messages
1,764
Location
dm6
Final Fantasy VIII demo, fighting the T-Rex in the training grounds. The demo didn't come with tutorial and I had no Idea how the magic system worked, so I was just trying to take down this T-Rex for half an hour and he didn't die and he couldn't kill my guys either so I just quit.
 

Severian Silk

Guest
DD - opening dungeon
ToEE - Hommlet
TMNT for NES - underwater portions
WipeoutXL - the soundtrack
PoE - the large scale of the architecture of the final area was totally implausible
Underrail - scavenger hunts in Deep Caverns, limited ammo, respawning enemies
X-Wing, X-Wing Alliance - great games, I just suck at them :(
Betrayal at Krondor - I simply can't play a game that is that ugly
new RoA - everything

Oddly, I've only played Arcanum once, but had no problem clearing the mines. Game world felt empty and underpopulated though, which was a disappointment.
 

Dryngar

Novice
Joined
Mar 15, 2012
Messages
17
Project: Eternity
Thief 2 - Sabotage at Soulforge
While listening to Karras' insane rants is pretty great, it's just a tedious and disappointing final level.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,325
Location
Flowery Land
Orc caves in NWN2.

The entire OC is shit, but the orc caves were really bad. The same copy-pasted orcs every room. There was just no fucking point to any of it.

Sith base in Mannan is the same (especially in being a shit game) but even worse because the AI will spot some guy in the next room that isn't awake.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,144
Location
Searching for my kidnapped sister
Nah, I dont think I need to be defensive in regard to Fallout 2. I save it for NWN2 OC, or FF8.

True, if F2 developers replace Temple with a preWar facility, cleaned of valuable loots and only trapped left, then it would solve some discrepancy with the perception coming from the cover image and F1. But I dont think it's that necessary, to be frank. The Temple set as an impression, to make sure that it follow a slightly different path compared to F1's darkened cave.

As for origin, I will remind people that corner of the Waste is very sparsely populated, what with the fallout start settling down to safe level AND the Master War. The two biggest concentration is the new Klamath and Trapper Town. Farther than that is the Den. All are pretty new, and very likely much newer than Arroyo. Proof? Arroyo is the only place with two ancient oldsters. To have such persons, you need to go as far as Modoc in the east and Shady Sand to the southeast. Even New Reno doesnt have any as old as them. In post apoclyptic hell, only way to get that old is living in a long-settled safe space with steady food production.

So Vault Dweller's band is the first, there's no previous inhabitants, also as mentioned in the F2 handbook.
 

moraes

Arcane
Patron
Joined
Jan 24, 2011
Messages
701
Project: Eternity Wasteland 2 Codex USB, 2014 Pillars of Eternity 2: Deadfire
Firewine Ruins in Baldur's Gate, the pathfinding always crapped there, a problem compounded by respawning enemies.

Gabriel Knight 3: The Moustache Puzzle.
jck.gif
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Alpha Protocol piss me off at the start with the timed dialogues.
How the fuck does the response timer end before the person finishes his line?
I decided to just turn on subtitles at that point to prevent frustration.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom