It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
On the other end of the spectrum, I hate those games where you press the escape key expecting a pause menu to appear and it COMPLETELY EXITS THE FREAKING GAME (looking at you, eXceed!)
Post edited May 25, 2014 by ggf162
I hate when a game shows all those intro screens, which show publisher, engine, the like... And you can't skip them (I'm Looking at you, Football Manager!)
avatar
lugum: Like wanting to quit/exit a game and it keeps bugging you if you are sure? like you are out of your mind.
Yes it's handy if you accidently clicked quit, but that happens alot less then you actually wanting to quit the game
and you just can restart the game then.
I notice it more and more that you can't even close a game sometime by just pressing the X but you really have to select yes.

Anyone else with quirks like that?
Quitting Mickey Mouse's Castle of Illusion is like pulling teeth. You have to hit Start, select Quit, select Yes. Wait for the first intro to play, hit start after it finally lets you skip it, then watch the 2nd intro. Then finally, at the main menu, select quit to desktop. Then yes, you're sure.

Finally, maybe 45 to 60 seconds after you wanted to quit, you can quit.
Borderlands also does this."I played this game several hours,I freaking know who made it!let me play damn you!!"
avatar
IShoot4lolz: I hate when a game shows all those intro screens, which show publisher, engine, the like... And you can't skip them (I'm Looking at you, Football Manager!)
avatar
Tallima:
I found the same with Assassins Creed. It annoyed me so much I stopped playing entirely in the end.
I need an "are you sure?" prompt.

Legend of Grimrock gameplay for me is, take two steps, save, turn a corner, save (ok, not quite that bad). One in about every 10 saves I click the load button.

It takes about 10 seconds to revert to a previous save but it feels like an eternity
Post edited May 25, 2014 by pigdog
avatar
KasperHviid: I loved it when I played a split-personality wierdo where one personality had left a headless naked corpse in my apartment and another personality were having an affair with my shrinks wife
Which game was that, or did you mean in real life? ;)
One aspect of a game that kinda irks me is % completion. You have this nice little number that trys and gives you an idea of how far you are in a game; which would be great, but that number includes the main game, collectables and unlockables meaning that most games have the main game only bring you too like 30-50 percent leaving the rest for whatever random side stuff it has left. I'm no game designer so I have no idea how hard this would be, but they should have a percent number for just the main game and a percent for the unlockables.

What do you guys think.
avatar
KasperHviid: I loved it when I played a split-personality wierdo where one personality had left a headless naked corpse in my apartment and another personality were having an affair with my shrinks wife
avatar
Leroux: Which game was that, or did you mean in real life? ;)
It was a game ... yes, it WAS a game, it's called BLACKOUT!
avatar
trentonlf: Most annoying thing I find is games with poor path finding. I mean if I tell someone to go to spot "x" and then I look at them a short time later and they are bouncing off the wall in a corner somewhere, makes me want to shoot whoever was involved with the programming!
avatar
Wishbone: Don't ever play Maelstrom. Just... don't.
Which Maelstrom? This one has doesn't have that problem at all, admittedly it sounds as if it's of a completely different genre, and it only runs on old Macintoshes or under emulation of one.
Post edited May 25, 2014 by Maighstir
avatar
lugum: I actually never have, and from what you are describing maybe it's for the best :D
avatar
POLE7645: Considering that in that game, your inventory space is VERY limited (and if you want to drop items, they're pretty much gone for good (if I recall right)), I'd say that it's a good thing in this game.
Sure, but this has never bothered me. I have always finished such games with tons of ammo/health/whatever even though they are considered really scarce. On another note the fact that I have initiated the pick up should be enough indication that "yes, I am sure".
avatar
Wishbone: Don't ever play Maelstrom. Just... don't.
avatar
Maighstir: Which Maelstrom? This one has doesn't have that problem at all, admittedly it sounds as if it's of a completely different genre, and it only runs on old Macintoshes or under emulation of one.
This is the Maelstrom I mean.
avatar
dedoporno: On another note the fact that I have initiated the pick up should be enough indication that "yes, I am sure".
Sometimes you initiate an action that you didn't mean to initiate, or you accidentally target the wrong item. If I had one spot left in my inventory and was low on life, I would be very annoyed if Claire picked up the key instead of the herb. (It happened.) RE would be much more of a hassle without the "are you sure" safety, because with the tiny inventory the characters have, you want to be able to maximize its efficiency, for example by picking up the herb and using it before picking up the key.

It's not my intention to argue with you, I just want to point out that RE is a game where having such a safety mechanism makes sense. I don't want someone who hasn't played the game to think that the programmers were sloppy, because the integration of that mechanism was intentional and, in my opinion, clever. :)
avatar
POLE7645: Considering that in that game, your inventory space is VERY limited (and if you want to drop items, they're pretty much gone for good (if I recall right)), I'd say that it's a good thing in this game.
avatar
dedoporno: Sure, but this has never bothered me. I have always finished such games with tons of ammo/health/whatever even though they are considered really scarce. On another note the fact that I have initiated the pick up should be enough indication that "yes, I am sure".
It's a lot more problematic with Chris in the first game where you only have six inventory slots (and you have to use small keys for locked drawers and unlike the lockpick, these use inventory space).

It may be due to the fact that in these games, it can be hard to know what you're picking up (due to the camera angles, lightning and that some items are real pixel hunts). These screens feel more like showing you what you're picking up (something I wish Tomb Raider 3 had).
Yes, I find it rather annoying. Are you sure you want to exit? Are you sure you want to overwrite this game?

Or click "exit" and then be subjected to rolling credits. Gee, thanks.

Email is annoying, too: are you sure you want to empty your trash bin?