this post was submitted on 29 Dec 2024
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Greentext

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This is a place to share greentexts and witness the confounding life of Anon. If you're new to the Greentext community, think of it as a sort of zoo with Anon as the main attraction.

Be warned:

If you find yourself getting angry (or god forbid, agreeing) with something Anon has said, you might be doing it wrong.

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[–] [email protected] 6 points 1 month ago (14 children)

oh no it's ... : FFXIV

and I say that and an enjoyer

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[–] [email protected] 6 points 1 month ago

30 minute cutscene that dumps a lot of exposition and it ends with a timeskip into the tutorial.

[–] [email protected] 6 points 1 month ago* (last edited 1 month ago)

Every mission is like this one from GTA:VC. Easy to fail, frustrating controls, annoying camera, long, unskippable intro and you can't save during it. Add minute-long loading times and it's perfect.

[–] [email protected] 5 points 1 month ago

The last one is Starfield in a nutshell

[–] [email protected] 4 points 1 month ago* (last edited 1 month ago)

Have to make permanent choices early on. Get poor, half-assed introduction into lore that is way overcomplicated.

Just like real life.

[–] [email protected] 4 points 1 month ago

As someone who hates souls games, make sure there are undodgeable attacks by enemies. Example, you’re walking past a wall and something attacks and kills you from behind. Also, make sure there are huge bosses with ambiguous hit boxes and indeterminable strike locations so dodging is weird and dumb.

[–] [email protected] 4 points 1 month ago (1 children)

There's a skip button in every cinematic but it does nothing.

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[–] [email protected] 4 points 1 month ago

Mind you, Monster Hunter World forces every player of a hunting squad to view an unskippable story mission cutscene in their own hosted instance before being able to join another player's session of the same mission.

Lots of watching the cutscene in a solo hunt, abandoning the mission, then joining on a friend.

[–] [email protected] 4 points 1 month ago (2 children)

progressing through dialogues is achieved with ever-changing buttons (and combos?) displayed on screen, but in an ever-changing location.

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