

Why can’t I just walk over there and whack them on the head with my weapon?Įven in games with multiple party-members, I would just prefer if they all acted independently or, even better, if I could just jump into the shoes of anyone in the party and start wailing away at the enemy. However, in a game where your opponents are computer controlled, I really hate waiting around to take turns in order to attack and kill my opponents. Now to be fair, turn-based combat does work in games with multiple players which requires some strategy. This is yet another convention that I believe was created from translating a pen and paper RPG into a gaming environment. And sure, most video-games aren’t that different, but they don’t proudly display the numbers as part of the gaming mechanic. There’s nothing more infuriating in a game than knowing that your life depends entirely on numbers. The scenario is equally ridiculous if you replaced “goblin” in that sentence with “space creature” and “insanely huge axe” with “laser-gun at point-blank”. A weak malnourished goblin somehow survived from a direct hit of that insanely huge axe you’re wielding? Probably just had lots of luck and survived with a sliver of life. Most often though, the “arbitrary number that controls your destiny” is frequently the bane of my existence.Ĭan’t do damage to someone? Probably because the combined arbitrary numbers of your weapon and you wasn’t big enough. I can understand the charm of having a particular skill that lets you do things that characters lacking said skill can’t. Your attacks, how much you take damage from anything, how good are you at bullshitting to people.

I’ve often maintained that RPGs are just glorified math and it’s hard not to see them as anything but when everything in the game depends on an arbitrary number. “Pretty impressive! All those numbers! I’m sure they mean something.” - Gilbert Lamb, Beneath A Steel Sky 2. Randomly spawning invisible enemies who distract you from your main goal are bullshit, pure and simple. In addition, you should at least give the player a chance to avoid dangers if they don’t want or need to fight for any reason. If the game designers want to introduce obstacles for the player to avoid, I’ve never understood why they shouldn’t be entirely visible. However, in video game form it becomes incredibly frustrating. I can only surmise that this cliché of the genre arose from the table-top RPG’s history of dicky Dungeon Masters wanting to add an element of “surprise” into a game. Especially when you have a long way to travel across the game world, there is nothing more infuriating and distracting then suddenly being pulled into a battle with enemies you couldn’t see in an over-world map.

In most games, I feel, it’s important to maintain a sensation of progression. This one is probably the most frequently mentioned problem with RPGs so I might as well get it out of the way. So without further ado, let’s get to the list… I’d be surprised if this didn’t happen to an RPG character at least three times while walking to the post-box and back. These aren’t in any specific order since it really depends on the game and how, if ever, these elements manifest. Some of these are simple design sins, others are inherently sucky elements of the game genre. These are things which have been repeated in countless titles I’ve experienced.

However, before I post that list in order for it to make sense, I need to lay down the reasons I dislike the genre so much. That doesn’t mean that there aren’t RPGs that would also be good games and to prove the point, I will present my Top-5 RPGs after I’ve written this blog. These games have so many annoying hook-ups that over time I’ve just started to avoid the genre completely when I can help it.
#Beneath a steel sky rpg games 2018 movie#
Quick Movie Reviews Movie reviews in a few sentences.Review & Revisit These are games I’ve reviewed in the past, reposted for posterity.
