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Old 09-13-2008, 04:48 AM   #1 (permalink)
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98: Sh*tty endings

Endings should never be afterthoughts, you went through all the trouble to beat the game, you should be rewarded with a good wrap up of the story, not just a plain "thank you" or "congratulations".

You remember how disappointing the ending to the first Super Mario Bros was? Thank you! Your quest is over. What the hell? Now look here princess, I fought my way through horrifying mushroom monsters and giant turtles, I've been told "thank you Mario but the princess is in another castle" 7 damn times, I just killed a giant f*cking fire breathing turtle dragon, and all I get is a simple thank you? Bullsh*t. You owe me some poontang, or at least a blow job.

Either way they could have done something more to reward the player or even progress the story.



^ How SMB could have ended.

Now Nintendo learned from this, most Mario games since have a good ending, the All Stars remake of SMB ended with Peach giving you a kiss, Super Mario World ended with you partying with a bunch of Yoshis, Super Mario RPG ended with you having a parade and Super Mario 64 ended with you getting that damn cake you were promised. It may not be much but it's something. Nintendo do happy endings pretty well, remember how Link To The Past ended? During the credits you see what happens to every character you encountered from your journey, because so many characters played a part in the story. Imagine if it ended with just a badly spelled phrase like "congratularations" or something? Even back then there should have been no excuse for stuff like that, video games are different from movies, you EARN the endings, that means you should actually get a damn ending.

I'm not asking for clever or complex endings, just a good happy ending and something to sum up the story. Many old games had the problem of just slapping together a simple text ending and that was it, made worse by lack of translators and awful grammar and spelling. Anticlimatic endings are the worst though, new games have this problem, a lot of them also leave cliffhangers for the inevitable sequel, Assassins Creed, God of War 2 and the first two Halo games are examples, that just pisses me off. Then there are ones that are just plain stupid, remember when Super Mario Bros 2 ended with everything being a dream? What the hell? So I achieved nothing? It was all just a dream? Bullsh*t.

Sonic 1 ended with Sonic running around with his little furry friends, brief and simple, but at least it's a good happy ending. Now Castlevania's ending was just pathetic, the castle crumbles and the text explains everything after that. WHY DO YOU NEED TEXT TO DESCRIBE WHAT HAPPENS? It's a video game not a damn book, show us something happening dammit.

Remember how most Metroid games ended? If you beat them in a certain amount of time, Samus shows you her tits, now THAT'S an ending.
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Old 09-13-2008, 07:53 AM   #2 (permalink)
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oh i remember super mario bros two!!!!
i was soo angry!
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Old 09-13-2008, 08:26 AM   #3 (permalink)
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97: The cons of in game currency

You know what I'm talking about. Specifically the Zelda games. Now in the first Zelda game, rupees actually DID have value, they were hard to get, only two variations of them exist in that game, the red ones were worth one rupee and the blue ones were worth 5, you can only carry up to 250 rupees at a time but because they were scarce and items were more expensive than in later games they felt more valuable, and you earned them because you mostly only got them after defeating enemies.

But with Link To The Past that all changed, there were now 3 variations of rupees, green ones that are worth 1, blue ones that are worth 5 and red ones that are worth 20, this has been the standard for the series ever since. With purple ones (50), orange ones (100), silver ones (200) and gold ones (500) being added in later games. The problem is, now rupees are f*cking everywhere, all you gotta do is cut some blades of grass and break some jars and voila, instant rupees. So now rupees are way too easy to get, it dosen't take long to make it to your limit, which can be increased when you get bigger wallets, the final limit always tends to be 999. And no it dosen't take long to get that many.

So imagine the fustration of getting a silver f*cking rupee, worth 200 damn rupees, but oh wait, your wallet is full, but oh well, you'll never see that rupee again. Even worse when you haven't gotten the biggest wallet yet, because that means that rupee WOULD have been valuable to you if you had it. Moments like that really piss me off.

For one they need to increase the amount of rupees you can have (Phantom Hourglass did, you can get up to 9, 999) and more importantly make them more of a rarity. I mean c'mon, why are there so many damn rupees lying on the grass and stored in jars? Money isn't that damn easy to find in real life. It needs to be earned and therefore valuable.
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Old 09-13-2008, 06:48 PM   #4 (permalink)
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97: The cons of in game currency

You know what I'm talking about. Specifically the Zelda games. Now in the first Zelda game, rupees actually DID have value, they were hard to get, only two variations of them exist in that game, the blue ones were worth one rupee and the red ones were worth 5, you can only carry up to 250 rupees at a time but because they were scarce and items were more expensive than in later games they felt more valuable, and you earned them because you mostly only got them after defeating enemies.

But with Link To The Past that all changed, there were now 3 variations of rupees, green ones that are worth 1, blue ones that are worth 5 and red ones that are worth 20, this has been the standard for the series ever since.
In Ocarina of time there are purple rupees, worth 50 each. There actually quite common. (mainly in Gorgon city) And your wallet can hold up to 500.
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Old 09-13-2008, 08:27 AM   #5 (permalink)
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There is a thing worse than shitty endings and thats no endings.

Sometimes I wondered why I ever bothered playing Gauntlet
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Old 09-13-2008, 09:10 AM   #6 (permalink)
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96: The decline of digitally synthesized soundtracks

Ok, I'm gonna sound like an old elitist here. But I gotta tell the truth, nothing will ever beat consoles like the NES, SNES and Genesis for classic soundtracks.

In the old days, music composers actually had to program the music using the console's own synthesizer, because they couldn't record it, a lot of these old consoles could support samples, but they sounded like sh*t, so to make both the sound effects and music using the systems built in synthesizer was necessary, back then they were quite primititve, with only around 4 to 8 sound channels. But the music and sound effects were classic. The music for Mario, Zelda, Sonic, Mega Man and many others is an iconic part of video game history. You knew video game music when you heard it, it was distintive and a genre of it's very own, Kojo Kondo was it's Mozart.

And Sonic's soundtracks sounded more like David Bowie's Low than many of the trashy industrial rock bands that album inspired.

But since the rise of pre-recorded music and samples, this golden age has sadly been forgotten by developers (but not fans), sure great soundtracks still exist. But I find many games now just use the same boring cliches over and over, sh*tty nu metal (the new Sonic games for example) or stocky orchestrations that seemed to be left over from a Hollywood action film. That's not video game music.

They should let Brian Eno or Rick Wakeman do video game soundtracks.
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I only listen to Santana when I feel like being annoyed.
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Old 09-25-2008, 07:53 AM   #7 (permalink)
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96: The decline of digitally synthesized soundtracks
1. This is pretty awesome and I think you're nailing legit concerns people have and not some pre-fabricated BS to compile a list.

Secondly, this one is so god damned true. The MegaMan series should have sold its sound tracks as actual albums. I can remember attempting certain bosses (electric man, magnetic man) just to hear the friggen music.

Not only this but when I found out the Swedish Metal Band “Game Over” remade a bunch of the songs, and one of them was Little Mac’s Confession from Punch Out I lost my ****. That sound was amazing and when you have the born-to-play-power-metal fingers of the sweeds tackling it…I just don’t have words.

Great list boo boo, keep up the good work about the bad work.

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89: The anthropomorphic animal mascots with "tude" era of the early 90s

I mean look at that above picture, have you seen ANYTHING so generic and retarded? That has to be the most uncreative character in gaming history. If anyone came up with something like that now they would be crucified.
And the NO! gang? yeah that is bad. And just an FYI, if you're having a character thats badass...wally's not the name.
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Old 09-13-2008, 10:09 AM   #8 (permalink)
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95: Ridiculously complex passwords

This is something that really only applies to older games, mainly Metroid and Kid Icarus. Why do you need upper case AND lower case letters AND numbers AND question marks and exclamation points? I mean f*cking look at that picture.

It's like they did that on purpose just to be assh*les.
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I only listen to Santana when I feel like being annoyed.
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Old 09-13-2008, 08:52 AM   #9 (permalink)
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The best part about Super Mario on the 64 is the task after the task! Get all the stars and you get to meet Yoshi in person, beautiful. The game really doesn't have to end.
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Old 09-13-2008, 10:15 AM   #10 (permalink)
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Ooo good one, all i want to do is play the 2nd level straight away, why do i have to go through so much effort?
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