...but brought down due to some strange, stupid or unexplainable gameplay idea or mechanics. Like if the game was leading you up to somewhere awesome or beautiful only to significantly fall short of that due to some awful idea implemented as if it was the product of a design team after one too many hits to the head. I'll start.
Rogue Squadron III: Rebel Strike:
I liked the ship segments, and I liked certain vehicle sections (like running around with an AT-ST). I also liked the environments, and the graphics were pretty good, especially on the Gamecube. So why, Factor 5, did you honestly think adding third-person on-foot gameplay was going to make the game enjoyable? Maybe if they were very, very brief periods, but it seems they were injected in almost every mission, acting as an awkward transition between flying and vehicle portions. There weren't any strategy involved; Wedge could take down an entire army of droids with a pistol (bash A over and over). Add terrible AI, repetition and a poor camera, it was just moments of pure "facepalming." I quit playing when there was this absurd "Jedi training" onfoot mission with Luke. I clipped into one of the floating rocks and got stuck; that was when I just gave up.
I'm not sure what is going on with the team in Factor 5 that is in charge of gameplay mechanics. Are they the same people who contributed to Lair years later? I'm not going to jump to conclusions, but were they the ones who agreed against allowing players to use traditional controls?
Farcry:
Mutants.
Lesser-degee offenders:
Metroid Prime 2:Echoes:
I thought this game was alright overall. But I can't seem to understand the whole idea behind "ammo limits" to the special beams. Was it to add some degree of strategy and depth to the shooting? I don't know, back in the first Prime, I liked just "spamming" the beams. Half the fun of acquiring new weapons in Metroid games was finding out ways of just blasting away things, especially taking the Plasma beam and burning up everything. Yes, mindless shooting was unfun in Rebel Strike, but Metriod Prime was made for on-foot gameplay so many other mechanics were involved. Acquiring the light-beam and dark-beam ammo seemed awkward and sometimes frustrating in the "dark-world-where-atmosphere-kills-you" when your ammo gets close to depleting.
[sub]/rant[/sub]
Rogue Squadron III: Rebel Strike:
I liked the ship segments, and I liked certain vehicle sections (like running around with an AT-ST). I also liked the environments, and the graphics were pretty good, especially on the Gamecube. So why, Factor 5, did you honestly think adding third-person on-foot gameplay was going to make the game enjoyable? Maybe if they were very, very brief periods, but it seems they were injected in almost every mission, acting as an awkward transition between flying and vehicle portions. There weren't any strategy involved; Wedge could take down an entire army of droids with a pistol (bash A over and over). Add terrible AI, repetition and a poor camera, it was just moments of pure "facepalming." I quit playing when there was this absurd "Jedi training" onfoot mission with Luke. I clipped into one of the floating rocks and got stuck; that was when I just gave up.
I'm not sure what is going on with the team in Factor 5 that is in charge of gameplay mechanics. Are they the same people who contributed to Lair years later? I'm not going to jump to conclusions, but were they the ones who agreed against allowing players to use traditional controls?
Farcry:
Mutants.
Lesser-degee offenders:
Metroid Prime 2:Echoes:
I thought this game was alright overall. But I can't seem to understand the whole idea behind "ammo limits" to the special beams. Was it to add some degree of strategy and depth to the shooting? I don't know, back in the first Prime, I liked just "spamming" the beams. Half the fun of acquiring new weapons in Metroid games was finding out ways of just blasting away things, especially taking the Plasma beam and burning up everything. Yes, mindless shooting was unfun in Rebel Strike, but Metriod Prime was made for on-foot gameplay so many other mechanics were involved. Acquiring the light-beam and dark-beam ammo seemed awkward and sometimes frustrating in the "dark-world-where-atmosphere-kills-you" when your ammo gets close to depleting.
[sub]/rant[/sub]
SnailIracing:n(500tpostshpereline)pants
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