I would like players to tell about games that maybe had a good concept but didn't deliver as they could have. The one I would like to mention is Fight Night Round 3. This game is pretty good as far as boxing games go, but it has two major flaws that pretty much make it unplayable. Flaws: 1. Created boxers will sudenly go from muscle bound to saggy and flabby. This can't be reversed so if you care about what your boxer looks like this can ruin a career. 2. The super punch is so far beyond any other punches power it makes the game unplayable online. You can land 100% of your jabs, hooks, and uppercuts for a number of rounds, or a super punch and get about the same effect. The makers of the game dropped the ball. Rather than being a boxing game of skill it is an arcade type button masher, or in this case analog stick swinger. Very lame, and a waste of money.
Moved He's not really promoting his site with the signature anymore than say Yakumo is with the link to his shop in his signature.
I can think of a few: Metroid Prime II: "Hey, here's an idea, lets make less areas but make another "mirror" world with a few changed areas and a palette swap. WE'LL MAKE MEEEEEELIIIOOOONS!" All joking aside, Metroid Prime one had much better areas and locales, imo. Pariah: Better AI, less stronger enemies (added in place for awful AI), better map editor, bots, better sound effects, more types of guns, etc. Far Cry: Bots in the mapmaker. Thats ALL I ask. Well, maybe making the game a BIT more like the PC version would be cool, too. Timesplitters FP: I love the game but I would also love a terraform editor. There were also a few tile pieces I think would have been good, too, like ladders, elevators, railings, etc. SOTC: More Colossi, regular enemies (maybe like herds of the smaller Colossi) Item rewards that don't suck balls, being able to try all the time attack modes and difficulty modes when you first start the game, adding in the cut content that was feasible on the PS2.
metroid prime could have used the second analog...I mean honestly. Jet Force Gemini had a problem where when you stop moving you take a step forward. Neither of these control problems hinder the game greatly, but add an unneeded learning curve.
Blue Stinger. The controls were horrendous, hands down. At the final boss you have to climb this tower and cross perilous narrows. Each level of the tower, you had to steady the camera and somehow cross. However, all the camera did was spin you continuously in a 360 or provide such a bad view death was assured. You basically had to hope for the best each crossing. That game could have been great with a better control setup.
Condemned - LESS FUCKING GLITCHES! I probably gotta say that for any newer game I've played lately, I swear they all have glitches.
Splinter Cell, the first one, for PS2. I play invert look on all games, and I'm not fucking re-learning that for one game whose developers were too lazy to provide the option.
For one Deus ex:IW could have been much better, but the combination of small and limiting levels and the developers decision to not allow any faction to get so angry with the player that they want them dead had a huge negative effect on the game. I would also say the game did a horrible job of expressing the ideas and philosophies of varius npcs. IW is a "deeper" game then the original, but at the same time the first one did a much better job of helping the player understand why certain groups believed what they did. While most if not all of the npcs in deus were generic and fairly underdeveloped they said or did certain things that gave the player a reason for liking of disliking them. One more problem with IW is that the player is never really given a reason for wanting to do a quest besides continuing the game. In Deus Ex I wanted to save paul and kill Anna since I felt some kind of emotion towards them(however superficial), while in IW the only characters I cared about were ones from the first game, and even then it was only because of my experience with Deus ex. Had I never played the first one I probably would havn't card at all about Tong, or that french lady(as much as I love dx it's sad I can't remember her name). I could go on all day about what could have made IW a better game. edit: sorry for the rambling, I havn't been up long. Hope it makes some sense.
Dark Sun 2: Wake of the Ravager.... during the battles if the character was standing close (wich you must for close combat) the bigger character sprites would cover smaller ones making it impossible to click the enemy you wanted to attack as its covered by your character... it maked me so annoyed i never played thru the game... otherwise it was great, i loved the first Dark Sun.
Kingdom Hearts II: No more enemies that look like women. And worlds that aren't ridiculously short and small as hell. Star Wars Battlefront II: Should have been just like Battlefront I, but with heroes and space mode. But NOOOOOO, they had to take out all the cool stuff in the maps, as well as the cool GUI while driving vehicles in FPS mode. WTF. Oh, and Battlefront I Geonosis >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Battlefront II Geonosis. I hope they make a third game that fixes the issues, and they include spaceships on ground maps again.
Deus Ex: Invisible War could've been excellent if they wouldn't have done everything ass-backwards. A small list of things wrong with the game: Unified ammo Small, cramped levels Bland graphics (dynamic lighting, whoopee) Nothing special about the plot No RPG elements (what happened to skills?) No atmosphere, something the original had down perfectly All in all, I was pretty disappointed with the game.
Resident Evil, I've been trying to play it for 6 years and only now am I starting to get the hang of the "turn, run, stop, turn, run" controls. Devil May Cry had it perfect, so why not RE!?
Poor controls and unhelpful camera angles are a vital part of making the RE games scary. Put the player in control (as in RE4) and it's not frightening any more.
Airforce Delta (DC): its has some kickass planes and good missions, but they fucked it with bad graphics, poor AI and an average (to say the least) level design. It could've been better than any Ace combat game, but it didnt make it... Sonic Heroes: man where do I start? first is the horrible graphics, the abysmal control and overall bad design. Seriously, I cant believe SEGA gave it a go and put that on the shelves. Daytona CCE Saturn: wheres the friggin SR engine? all I see is graphics that are just a little better than those in the original Daytona, but with abysmal controls and a music that can kill you if you dont mute the tv. It was a major disappointment... GBA (the console): finally nintendo releases a portable that doesnt sucks ass and they have to ruin it with a weak CPU and a crappy screen. Obviously they made some extra money with the SP, cuz if you play the regular GBA for too much time you'll be friggin blind for christ sake. So basically, you had to buy a SP to play your games properly. Seriously, almost 10 years for the color and you idiots (at nintendo) couldnt figure that it also needed a damn backlight? Thats all for now....
Damn straight; that they've done it over and over for the last half a decade is just dumbfounding. Heroes was a particularly low point, though. With you on the backlight, but I think the rest of the hardware was alright for the time/price. It's more than capable of kicking out some fantastic 2D graphics (See Gunstar Super Heroes), would've been nice to have got some dedicated sound hardware though.
Not only that but a FPU would be great for more 3D games. But again, we're talking about the guys that took the velocity engine out of the GC G4 CPU.......and the Wii too:banghead: