RPG peeves

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Lethal Carnivine

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Basically, this is basically to vent about things that bother you about Role playing games.

For me, one thing that bothers me is that when you fight a boss(often the final one) and you think you beat him. But then, he comes back to life stronger and you're nearly out of health. Now that is just annoying.
 
Finding out the final boss is YET ANOTHER pretty boy in long hair.
 
Alright, call me a retard, but one fine, August day, I decided to try playing through ToS WITHOUT saving. Gamecube went dead. But I won the competition. (was at final boss while Oranos was just at final fight w/ Kratos.)
 
Finding out the final boss is YET ANOTHER short, fat, evil chibi guy

Fix'd.

My main problem with RPGs is, when I go down, I get totally bummed out and I can't hardly touch that game for a week or more.
 
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Buying equipment... Some recent games are making it easier to buy better equipment because they show just how much your characters' stats will rise or fall if they equip a new item, but not long ago I started FF Tactics Advance... and I can't tell what the pfargtl I'm doing.

"Estoc... this is good, right?"
"Sure. Whatever. Just buy it."
 
Buying equipment... Some recent games are making it easier to buy better equipment because they show just how much your characters' stats will rise or fall if they equip a new item, but not long ago I started FF Tactics Advance... and I can't tell what the pfargtl I'm doing.

"Estoc... this is good, right?"
"Sure. Whatever. Just buy it."

recent? No, I recall them doing this as early as the SNES Final Fantasy titles. I think they were just being cheap with Tactics Advance.
 
recent? No, I recall them doing this as early as the SNES Final Fantasy titles. I think they were just being cheap with Tactics Advance.

Do they do that when you're in the shop, before you even buy the equipment? You're probably right...
 
This one mainly applies to older games, but my major peeve is having lots of different sidequests/collectables, and not being able to save after you beat the final boss D:< (I'm looking at you Paper Mario and Legend of Zelda: Ocarina of Time!)
 
^YES, I hate that. In lots of games. Ocarina of Time, Twilight Princess and Starfox Aventures. The bad thing about the latter, is that if you go back in your file afterwards, the cutscene before the final boss begins, so all you can do is fight the boss unless you start a new file!
 
I always hate it when I can't advance the plot because I missed talking to that one random NPC.
 
This one mainly applies to older games, but my major peeve is having lots of different sidequests/collectables, and not being able to save after you beat the final boss D:< (I'm looking at you Paper Mario and Legend of Zelda: Ocarina of Time!)

God, I hate games like that so much. I want games to be like Pokemon, where when you beat the final boss, there's so much more to do, it's not even like it's the final boss.

Paper Mario 2 executes that somewhat well, and Tales of Symphonia SHOULD HAVE done it. One of the best games that do not let you beat the final boss and save. There really should have been more of an endgame.

That's my stand. (Also, I love ToS, just have that rant for it)
 
Dark Seed.

Where you HAD to pixel-search and have one single chance to do something, sometimes within a time limit...

If you don't, you can get near enough 4/5s through before...

Yep, you're screwed... >=[
 
limited item space. I especially hate it when, should the game include a place for storage (Earthbound, Paper Mario, etc.), even the storage is limited rather than just being able to hold 99 (or 255 or whatever) of each item in the game (I mean, Dragon Quest at least has this). Sure, it's more realistic, but realism doesn't always equal fun (it's especially a pain in the ass if you're the type that likes to collect and hold onto stuff just for novelty purposes T_T).
 
limited item space. I especially hate it when, should the game include a place for storage (Earthbound, Paper Mario, etc.), even the storage is limited rather than just being able to hold 99 (or 255 or whatever) of each item in the game (I mean, Dragon Quest at least has this). Sure, it's more realistic, but realism doesn't always equal fun (it's especially a pain in the ass if you're the type that likes to collect and hold onto stuff just for novelty purposes T_T).

How many is it tops on Earthbound? It's just that in Izuna (a dungeon crawler/roguelike), I can only store 20 items; to add insult to injury, every time she faints, she loses money and items.
 
How many is it tops on Earthbound? It's just that in Izuna (a dungeon crawler/roguelike), I can only store 20 items; to add insult to injury, every time she faints, she loses money and items.

*glares at Mystery Dungeon*
 
How many is it tops on Earthbound? It's just that in Izuna (a dungeon crawler/roguelike), I can only store 20 items; to add insult to injury, every time she faints, she loses money and items.

*glares at Mystery Dungeon*

mind you, I'd give a bit of leeway to games like that. A lot of people who played Pokemon Mystery Dungeon don't realize this, but that game's practically part of a whole genre all its own. It annoys me whenever I see people go into it, no idea as to what kind of game it is, and then complain about the character getting hungry and losing items/money when you die and other crap that's common mechanics in those type of games.

Having limited storage for items is yet another of these mechanics, and again, I don't mind it, especially since these games tend to give a pretty hefty storage facility at your home base. Though again, it does bug me whenever they can't give us practically unlimited storage (the 99/255/999 of each item kind), but even then, the capacity often seems decent, and being someone who likes to collect different equipments, roguelikes tend to have very few of those anyhow (likely because there's only one playable character in a lot of them).

Another situation I'd give leeway on the whole limited storage thing: NIS titles. For one thing, it's actually perfectly understandable that you can't store multiples of one item in the same slot (each individual item has their own statistics and are capable of customization and even leveling up in those games, making their data a bit more complex and thus almost impossible for one to have two items be exactly the same). And again, there's quite a hefty storage facility (Disgaea for instance has over 200 slots), and that's not counting the fact that each individual character in your army (which can be pretty large, with over a hundred characters max) can carry their own equipment as well.
 
It's really annoying when the final boss level is total Karzahni, and the boss itself is way too easy :p
 
Don't get me wrong, but I like RPG games. It's just that you waste all your hard earned cash on a good item, use it on a boss, and you end up dying all the time against the boss. *Turns to The World Ends With You* I personally like the game, it's just hard!!!
 
Spells/attacks "missing". I know luck has always been an element in a lot of RPGs, but it gets infuriating when you're at, like, 10 HP and the boss is too and you lose to him because that one spell that could have taken him out missed, leaving you wide open. I like the abilities some Pokemon have that gives them a power boost with low HP, and The World Ends With You had a similar ability on certain equippable items, so I don't see why RPGs can't adopt this as a standard feature. It'd add incentive for sticking around in a battle on the way to get healing, as well, as far as strategy goes.
 
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