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Monday, Jul 30, 2007

1 Platform Jumping Camera - God of War, arguably one of the best action platformers ever created, also happened to be riddled with some of the most frustrating and cheap camera position problems. In one of the Hades levels you are jumping from platform to platform (literally) but the camera is facing behind you. So many times you are jumping nearly blindly. It just so happens that there are moving, spinning spikes of death that happen to be just out of view until you jump right into their path. Zoom out ladies and gentlemen, zoom out.

2 Convoluted Combos - Although they look really cool sometimes, again I have God of War in mind here, sometimes they don't add much to the game play.

3 Off-Camera Enemies - This has got to stop. If you can't see them and you have no control of the camera to look at them. They shouldn't be able to hit you.

4 Ammo Conservation - Does anyone really enjoy this? Is this really a necessary "strategy" concern in an action game? In RTS titles or games like Counter-Strike running out of ammo makes sense and I'm ok with that but not when it is so hard to come by. I stopped playing most of the Resident Evil games because I would run out of ammo and I refused to read a strategy guide for secrets and hints that are necessary to complete the game with a fair level of difficulty. Stabbing people with a dull knife gets old real quick when the bastards keep re-spawning and your ammo doesn't.

5 Pointless Quick Time Events - They are enjoyable to a certain degree, but they were overdone in God of War and Tomb Raider. Sometimes I would honestly rather watch a cut scene then play through those repetitive events. Some of those kills in G.O.W. looked cool to watch but I had to zone them out so I wouldn't miss the button prompts.

6 Cheap Hits - When you are fighting an enemy and it automatically locks on to them as your target, the enemies around you shouldn't be able to stun you with their attacks. Then you sit there and take a beating because your character gets stunned repeatedly and continuously. Eventually you get out of it but it is unnecessary damage that we could do without.

7 Ridiculous Enemies - I have always admired the Minotaur designs in both movies and cartoons but God of War destroyed that. A Minotaur with armor wasn't as cool as it could be. Most of the game catered to the ancient tales and the videos on the disc even emphasized the importance of simplicity and brutality so I figured the same would apply to the enemies. To the most part it did. The final boss looked ****c, the serpent in the beginning looked great but then a Robocop imitating Minotaur? I figure they wanted some visible way to show the player that they were succeeding in killing the beast but perhaps they could've just used flesh and bone? That would've been crazy. Samus Aran did it in that ****c battle against Kraid in Super Metroid.

8 Sexy Furries - What in the world are they thinking? Sex sells? Sure, I agree if they're talking about Lara Croft but what the hell is wrong with those developers drawing little animals with tube tops and big breasts in a game that caters to children? It's repulsive and a little scary.

9 Out of Context Level Design - In 1993 Nintendo began a resurgence of the mine-cart level design which has now become a staple of the action game. Ok it can be fun but it just does NOT belong in some games. Gears of War did NOT need a mine cart level. In an otherwise serious "ass kicking" attitude game, watching a big hulky guy with giant armor rolling around in a steel cradle felt awkward and silly. I imagine that's why they had that silly accident flip with Dom. Slapstick humor in a level they probably didn't take seriously either. I think it would've been more fun to run around in the background controlling the tracks and killing enemies so that your compadres make it safe down the track.

10 Swivel Cam Fall of Death - Super Mario 64 introduced this fantastic "feature." You are walking across a very thin path over a perilous drop. You are moving in 3D space moving your analog stick in the direction you want to go. Then as you progress across this tightrope of death, the camera quickly swings around and therefore changing the direction you were pointing. In God of War this continues and even swivels violently back and forth depending on which way you are looking.

As a sidenote, as fantastic as I think God of War was it managed to combine many of the problems listed in my collection here sometimes in a single scene. Hanging from a tightrope with guys shooting arrows at you, guys hitting you from the left and the right and the normally cool but complex combos become a repetitive kick kick kick fest.

What are your thoughts? Can you add more?

Category: Editorial
Posted by Zkeptik, 11:10pm
61 Comments | Post a Comment

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Some good insights. Alot of these things have always annoyed me too
Posted Jul 31, 2007 12:50 am PT
well, i definitely agree with some of your points... its just you picked on God of War too much

anyway, what you talked about is well to be pointed out
Posted Jul 31, 2007 1:29 am PT
1. A zoom function would be cool.

2. I'm not one for combos either. If I have to remember and do some tricky button punching on the controller, it takes me away from the screen and that ruins the immersive experience for me. Eyes should ALWAYS be on the screen.

3. Off camera enemies is not so much of an issue for me. Here's why... You have a game that's totally pulling you in, your senses are monopolized, and all of the sudden you hear something behind you (I have surround sound in my living room) and it triggers an offensive maneauver that keeps you alive for a little while longer, a jump, a strafe, whatever. I just beat Metroid Prime, and a few times I had to LISTEN for the boss to set off a ground level bomb because I was on my way to pick up some power ups. So it works if they program some audible trigger that tells you danger is coming.

4. Have to disagree with you here. Ammo/Gun maintenance is an integral part of RE4. I don't think the game would be as much fun without it, so here I think it's just a matter of choice. For me it was fun. I felt a sense of achievement when I could make it through a level using less of my stores.

5. Agree with Quick Time events. Anything that takes you away from control should be easily bi-passable. Metroid Prime had a lot of cut scene and no way of bipassing them, and that was frustrating to me. Interactivity is why we play games!

6. Cheap Hits - Once again I kind of agree with you, but, you have to look at those other enemies as a part of the whole. If you can take them out, then your argument really doesn't work. But if they are unkillable, then yeah, it kinda sucks. As I said, I finished Metroid Prime tonight, and the Metroids that came out of the Worm were distracting, but they also kept me frosty. I adapted to them quickly, and in some cases the same weapon I needed to kill the boss, was used to get them out of my hair while I was targeting her.

7. Rediculous enemies is also a matter of preference, but then again, I haven't played God of War yet, and I think the amount of work that goes into a game it's probably okay if they look kinda lame, as long as they are challenging.

8. I agree, sex is an interactive entertainment that should be left for real-world players.

9. Another good point. No matter how good the level or mini-game might be, it kinda disrupts the feeling of the adventure. Like stepping into the bathtub only to find the water is too hot or too cold.

10. One of your best points. In Metroid Prime this is a serious problem in the battle with Thardus. You're fighting him with targeting maneauvers and then you have to morph ball and charge to get out of his line of fire, in which the camera instantly focuses ON YOU and not him, which renders you vulnerable to simply boosting right into him if you have no trajectory pre-planned. In addition, there are a few points where you have to carefully roll on platforms to get to missle expansions and it's very easy to roll off because the camera is whipping around. However, I have to say that most of these challenges, while they are distracting and frustrating, can be overcome and add to the satisfaction of the game in the end. We play videogames for the satisfaction of overcoming challenges. To make a game memorable, they add more challenges. Ultimately, the thing I tell myself when I run into a quirk is..."somebody got through it, so I can too".

WD
Posted Jul 31, 2007 2:16 am PT
Good points! Especially #8 ^^
Can I add more? Uhm I'm sure there is a lot that do not come to my mind right now.
What I don't like is limited item space but thats not action game specific.
There is something in the later 3D Sonics that is really annoying. You need to kill enemies with spin jumps and it it totally unpredictable where Sonic / Shadow is jumping after hitting the enemy. Often enough he falls off the level and dies.
Generally levels where you can fall off to death easily are terrible. It is ok if there is a limited number of them but in Sonic they are overused.
Posted Jul 31, 2007 4:25 am PT
Great points, great editorial. I would add re-charging health system. It's good or bad, depending on the game. It's better than health packs, at least. Sometimes it's believable (Halo), and sometimes it's awkward.
Posted Jul 31, 2007 5:48 am PT

I just want to add two things. Keys/ Access Card hunting drives me crazy. Nothing is worse than backtracking through a level to find a key card you realized you needed only after making it to the final LOCKED door.

Also level recycling. Some games force you to replay past levels. This drives me crazy to no end. Why do I pay $50 for a game that only has $25 worth of scenery in it? Halo 1 was pretty bad about recycling buildings and interiors.

Posted Jul 31, 2007 7:36 am PT
I think the feature that is a common occurance in these games, FPS or 3rd person shooter especially, is the fact that you can bang off a headshot, but they don't die...so you shoot them again in the face...they don't die....you shoot them one more time and THEN they die. I don't care how unrealistic the rest of the game is, but if you are killing people, shooting them in the face should kill them, regardless of what weapon you're using. All your points are very true as well, especially the uber swivel cam of death...man that is beyond annoying.
Posted Jul 31, 2007 7:42 am PT
seems to me that you either don't know how to play God of War or just do not like that type of gameplay.

GoW had a block button...use it, it helps on those off screen enemies and getting hit while attacking another target.. And about that swivel cam feature. In GoW if you kept the analog stick pointed in the same direction as the camera moved you wouldn't have to change direction. But once you stopped you had to reposition how you angled the stick.

I understand your concerns but I don't really see these as game braking flaws or quirks.
Posted Jul 31, 2007 7:53 am PT
Out of Context Level Design is probably the most annoying for me.
Posted Jul 31, 2007 8:00 am PT
This brought a smile to my face; all I could think the whole time was, "This guy must have really hated Alone in the Dark."
Posted Jul 31, 2007 8:19 am PT
The biggest problem I see out of your list is off-screen enemies, specifically in third-person action/shooter games. Often, you can be taking damage in these games but the game won't give you any indication who is shooting you or where they are. Often in FPS's, there is the damage indicator around your crosshair giving you the general direction of the enemy shooting you. First person perspective also makes audio cues much easier to deal with.
Posted Jul 31, 2007 8:48 am PT
I'm with you on the ammo thing. I loved RE4 but I think it was said best in someone's review of the original Devil May Cry (I think it was here; I don't feel like looking it up right now): "It's a video game, so you have unlimited ammo. Deal." That said, I completely understand the reasons behind limiting ammo in certain game types. FPS? Sure. Survival horror game? No thanks. RE4 did get it right though; your ammo is not unlimited, but you had more than enough if you did the right things with it (snipe distant enemies with the rifle, headshot as much as possible, use grenades efficiently, etc.) I beat RE4 the first time with over 50 handgun bullets left and the fully upgraded Striker and its 100 shotgun rounds, using the Broken Butterfly on the last boss to kill him easily. I would like it if more 'limited ammo' games did it the right way; limit me, but don't make it so I have to run from every enemy just to have enough bullets for the boss or something. For goodness sake, it's an action game.
Posted Jul 31, 2007 10:12 am PT
sounds like you are playing wrong games. get a pc.
Posted Jul 31, 2007 10:29 am PT
I agree with most of those. For one reason or another I didn't have any trouble with the camera in God of War. Ammo conservation can add a bit of tension to a game, like in Silent Hill or STALKER. I do agree that Resident Evil does it to the extreme that takes the fun away.

In Gears of War it's Baird that flips into the cart in front, not Dom. The mine cart level was silly indeed, but the whole act takes place in a mine, so it's not exactly out of context. Besides, it only takes a few minutes to get through it.

One thing that bugs the hell out of me is when you get knocked down and it takes a while to get back up, similar to what you mentioned about "cheap hits." The big example I'm thinking of here is in Shadow of the Colossus. A couple of the smaller, faster enemies can attack you, knocking you out for a bit, and then by the time you get up they're ready to attack you again.
Posted Jul 31, 2007 10:44 am PT
BigDaveyDogz: "GoW had a block button...use it".

Well, Ninja Gainden also has a Block button, but enemies only start attacking you once you see them. I feel is cheap to be attacked by someone you didn't even know was near... but as soon as you can tell who and where he is, everything goes.
Posted Jul 31, 2007 10:47 am PT
nth1739 wrote;

"I just want to add two things. Keys/ Access Card hunting drives me crazy. Nothing is worse than backtracking through a level to find a key card you realized you needed only after making it to the final LOCKED door.

Also level recycling. Some games force you to replay past levels. This drives me crazy to no end. Why do I pay $50 for a game that only has $25 worth of scenery in it? Halo 1 was pretty bad about recycling buildings and interiors."

A game recycles environments once and you think it's bad about it?
It's only Assault on the Control Room and Two Betrayals which have the same environment, and you go about those levels in completly different ways.
True, Truth and Reconciliation and Keys, and Pillar of Autumn and The Maw have similar environmental features but they are far from the same.
But you are right about keys in action games, good thing that doesn't show up much except in spy/stealth games.

What I think is, all of HektikLyfe's points are good (except for the bad Gears of War example, 705H1R0 is right about that) and the ammo conservation thing (but I'm the stingy sort when it comes to virtual mags, so I rarely have a problem with ammo). All the rest of you aren't so valid. Espesially Bizzare10, gaming PCs are much more expensive than gaming consoles and with a console you put the disc in and your ready to play, no hassel with installation (which can be extraordinarily time-consuming). Additionally, it seems horribly obvious that he does have a PC
Posted Jul 31, 2007 11:10 am PT
I don't know. It seemed to me that you ragged on the games more than the mechanics themselves.
Posted Jul 31, 2007 11:13 am PT
Sounds like you just don't like action games. Either that or you like games that are easier. The things you are complaining about are more simple things that can be overcome with practice and skill. Either that, or you are just the type of gamer who gets frustrated with simple things. For example, complaining about the mine cart level in Gears of War is a little overboard. The segment (not even a level) lasts barely 5 minutes if that. Bu anyway, you may need to just practice more to get better at the games/mechanics/quick time events, etc... and then it would be more enjoyable
Posted Jul 31, 2007 11:46 am PT
It was fun to read but I disagree with a lot of them. Most of them are a bit whiney. You gotta deal with it.
Posted Jul 31, 2007 12:21 pm PT
hmmm, I disagree with most of those but some are true.
Posted Jul 31, 2007 12:53 pm PT
lots of those things are really annoyinh, especially when the camera changes the direction you're going to.
Posted Jul 31, 2007 1:03 pm PT
Whine!
Posted Jul 31, 2007 2:07 pm PT
I specifically agrew with the quick time events point because its a new trend that's getting really popular. It's like someone just suddenly realised Dragon lair might have been on to something gameplay wise. No it wasn't. It sucked then, and it still does now.
Posted Jul 31, 2007 2:15 pm PT
One thing to add to the list. I am currently playing through condemned: criminal origins and having to find a crowbar to open a safe is reasonable but the fact that you need an axe to open a door is stupid. Even if it's just a flimsy old office door you need the axe. I guess the developers didn't realize that you can open almost any door by hitting it near where the lock connects with the other wall. Heh the game is still freaky as hell and overall an amazing game though.
Posted Jul 31, 2007 2:30 pm PT
Roman_Slayer

I don't think you and I played the same version of halo. The last parts of the game were ALL backtracking except for that alien ship. To add to the frustration the levels where you had to backtrack were the longest ones. Oh and the library is the worst level in any video game. Ever. It makes me wonder why people say H1 is better than h2
Posted Jul 31, 2007 2:34 pm PT
OH i found something else! The super awesome weapon of doom

An item in a game that is so powerful it makes the rest of the game after you acquire said weapon ridiculously easy. Only applies if you can use it more than once or twice. soooo the redeemer, bfg and so on don't count.

The first thing that comes to mind is the black hole in the darkness. Once you get that the rest of the game is so easy you might as well have a God mode cheat active.
Posted Jul 31, 2007 2:43 pm PT
Some good stuff in there, although relating combos to God of War... eh. Those weren't really THAT difficult to learn. Certainly nowhere near the obnoxious "dial-a-combos" from Mortal Kombat 3 onwards.

As for a contribution, how about keeping stealth sequences out of games whose engines do not SUPPORT stealth? If I cannot effectively hide, then DON'T FORCE ME TO HIDE. If I can't do anything to hypersensitive guards, and I need to evade them, then the game had better give me the means to evade detection.
Posted Jul 31, 2007 3:39 pm PT
You're ragging on god of war too much. A lot of what you are complaining about is just the developers choice on how they want to handle those major gameplay issues. There is an advantage to not having full camera freedom (less buggy, visually, but gameplay is sacrificed). I've noticed that for tightroping, most scenes try to keep the camera still, but even in the case that it does change views, most games don't change your walking direction. For example, if you were pressing right to walk across, and then all of a sudden the camera went behind you, you THINK you need to stop, and then press up. But you don't. Until you stop pressing right, it keeps you going in the same direction... it just messes up your perspective. Try it out.

But here's a point by point criticism of your God of War bashing.

1) The camera positioning was key to hide things from you in God of War. The "secrets" were just off-camera things that, if you were physically in the game, would be easy to see. It's just a camera trick to make some parts more difficult, which isn't very different from filming a movie. Different shots give you different effects, since you can only see what is on the screen.
Did you want the developers to make the game easier for you?

2) Have to agree... I hate having to switch to the "combo" screen to remember what I'm trying to do.

3) Same as 1, really.

4) I think the mark of a good fps game is using your ammo wisely. But that doesn't always mean conserving. For example, I don't want to have to waste one of my gun spots for carrying a rocketlauncher with 1 rocket during an entire level just so I can shoot a tank later. In that context, they should just leave a rocket launcher near the area where I'll be using it. On the other hand, having multiple ways to attack the enemy is great, giving you the replayability which is usually lacking in fps games. So, don't limit my gun selection so much. On a similar note... if a fantasy game gives me limited arrows, at least make them worth something. If I can kill a monster much more easily with a sword, why give me arrows?

5) This is just a matter of implementing correctly. Maybe put the prompts closer to where you are watching (like right next to Kratos instead of at the bottom of the screen), or at least give a warning that a prompt is coming up. Then maybe add a choice on replaying it once you complete it, that way you can watch without pressing buttons again.

6) Have to disagree with other enemies attacking you. It makes sense that when you are fighting a dozen enemies, the ones that you aren't targeting are the ones that will attack you. Unless the developer decided to go the Dynasty Warriors route and enemies don't really do anything, I think being outnumbered should be a severe disadvantage to you. It's not cheap... it's just a fact of life.

7) I'm not surprised by the ridiculous minotaur in God of War. The story just used greek mythology for a set of characters, and had nothing else to do with it. Having a mecha-minotaur was weird, but a mechanized hell-spawn isn't really that original.

I don't know what you are talking about. Which game was this? If it was japanese, then big-chested things with large eyes is pretty much the norm.

9) My first experience with too many mine carts was Donkey Kong Country. What exactly did an ape have to do with mines anyway? Of course, in that game, what was an ape doing swimming through sunken ships collecting bananas?

10) Already explained in the beginning.

I agree with the rope climbing in God of War. Once you put it on God difficulty, it became a tedious mechanic because there was only one way to actually get past them without damage. I hate those parts.
Posted Jul 31, 2007 3:41 pm PT
Another problem- early mini-bosses which become recycled as regular enemies later in a game. Remember the Big Boy from Far Cry Instincts? Fighting him once was painful, fighting him 20 more times, sometimes in groups, was downright excruciating. It's not so bad if it's a fun boss, but having to repeatedly fight them again erases the sense of achievement and relief of beating them the first time.
Posted Jul 31, 2007 4:41 pm PT
Might I ask just WHAT game you were talking about with #8? I've never seen a super-busty furry in a kids' game...
Posted Jul 31, 2007 5:02 pm PT
I would add escort quests to the list as one of the aspects that tends to take away from the fun of a game.
Posted Jul 31, 2007 5:10 pm PT
Good list, except the one about the ammo, when you say the resident evil games you must mean just the fourth because abundant amounts of ammo in all the other resident evil games would ruin it, zombies are not scary if you have a magnum with 1000 bullets, the magnum is so overpowered, you can shorten your time killing salazar from around 10 minutes to 28 seconds, literally, check for videos on youtube. it would make resident evil too easy also. However it is good to have unlimited ammo in Games Like Devil May Cry .But Gears of war, Halo, Resident Evil, Ghost Recon, and all First person shooter game ever made, need limited ammo, or you could just always use the best gun to clear the game really easily.
Posted Jul 31, 2007 5:59 pm PT
maybe you should have just called this, Top 10 God Of War quirks
Posted Jul 31, 2007 6:50 pm PT
Wow you really hated on God of War way too much and then tryed to pull the "No offense" line at the end.
Posted Jul 31, 2007 6:52 pm PT
I agree with all but #4, survival horror games will always have limited ammo because they are about SURVIVAL, you shouldnt be able to just go through guns a blazin you need to think about your moves and enviornment.In most resident evil games you can simply run past enemies and conserve ammo that way.
Posted Jul 31, 2007 8:19 pm PT
i agree with most of the statements.
Posted Jul 31, 2007 9:34 pm PT
I will echo the reaction of "GodsPoison" in that I disagree with your comments towards Resident Evil and having to conserve ammo being a quirk or problem. Resident Evil (at least until RE4) was a "survival horror", and as such, "surviving" isn't so "horrific" if you're alowed to go Rambo on the game with an over-abundance of weaponry.

Its ammo craving action gamers like yourself that have driven what was once my all-time favorite "survival horror" series to become nothing more than a shollow 3rd person shooter with little true atmosphere.
Posted Jul 31, 2007 9:34 pm PT
ya ill agree with pretty much everything you said, some cases i would disagree, however i love how you start off by saying GOW is the best game ever, then list everything you dislike about it. anyways, thought id just point out that contradiction, although im sure its been pointed out probably 4000 times before me.
Posted Aug 1, 2007 1:01 am PT
lol that cart level....hehehe good times
Posted Aug 1, 2007 3:27 am PT
One you should have added was the no save deal, it's just annoying to have to do a whole level over when you die. Play Shinobi for PS2 and you will see what I mean, it is FAR more frustrating than GoW will ever be
Posted Aug 1, 2007 7:07 am PT
I totally agree with you, especially with the minotaur from GoW... always seemed out of place for me.
the camera in GoW can be frusrating, yes. but then again it's on of the best camera settings for that kind of game i've encountered, It's a general problem in 3rd person-platform-action games.

there is one tiny thing I dont agree with though.. It's the thing about ammo in RE, It's kinda what the game is all about, surviving against all odds, atleast the first ones were, but I wouldn't call them action games.. more Survival Horrors... but yeah in RE4 you should deffinently have more ammo, as it is more of an actual action game

But again, good points
Posted Aug 1, 2007 7:45 am PT
While I agree that the camera in some games needs some work and convoluted combos are just a hassle ... there are a few of your point that I disagree with:

4 Ammo Conservation - designed to make you think and make choices, choose badly you die, choose well and you live... you would complain if the game has a "spray and pray" type of gameplay with unlimited ammo ... don't blame the game because you refuse to create an effective strategy ... I've played RE4 on the Wii and found myself low on ammo plenty of times and quickly realized that it the way I was playing (a lack of good strategy) and not the game design.

6 Cheap Hits - If you got into a fight with more than one person they are both (or all) going to try to hit you ... they are not politely going to wait their turn for you to focus your attention on them ... again think, be strategic, use the environment to your advantage ... this sounds like you want enemies handed to you on a platter ..."line up in an orderly fashion so I can kill you all!"

7 Ridiculous Enemies - c'mon, it's a video game ... designers are always being pressured to come up with new and interesting bosses ... and if they don't then all they hear about is how lame the bosses were, now they start to hear about creative license when it comes to bosses? I think you need to give this one a rest.

8 Sexy Furries - I imagine would be context dependent ( i.e - a fantasy game) but I've never seen something like this in a game that was not at least given a T rating ... would like to know what game(s) you are referencing here.
Posted Aug 1, 2007 7:49 am PT
Unspecific to action games, but nearly all video games:

"Mario Physics" (a term I created years ago)

Step off screen and your enemy that you just friggin killed has returned. This term can actually identify nearly anything that simply doesn't make sense in a game. "Reverse Mario Physics" is where you step off screen to make an upcoming enemy disappear and continue upon your quest.

These don't happen a lot anymore because modern games are sophisticated enough to fix these problems, but you still see it every once in awhile.
Posted Aug 1, 2007 8:20 am PT
The one about off camera enemies pisses me off on every game I play. Nothing is worse than being shot or shot at by enemies and you have no idea where they are so you just run around in circles like an idiot trying to find a place that you won't die.
Another I would add to this list is when you get the best weapon in a game and it has a life of one shot or very few shots.
Or how about bosses that the only way to kill them is by reading a walkthrough guide on the internet because he hasn't taken any damage from you yet and you have already played this level 30 x prior with no success.
Posted Aug 1, 2007 11:47 am PT
Your cheap hit point is v. true - there are enemies in the last Prince of Persia that have a three hit combo that almost kills you, and there is no way to dodge in between the combo, so when they start it, you just watch helplessly, knowing that you can't rewind it far enough to stop them doing it, so its just an annoying cheap way of killing you.
The others are also pretty true as well.
Posted Aug 1, 2007 11:50 am PT
I hate the bit with the enemies stunning you. It was a big pain in the ass with Capcom games like Dead Rising and Lost Planet and really only frustrates me more then anything.

As far as #8...Big boobs just remind kids of the good ol'days...but making those boobs furry..that is rather cruel, yes.
Posted Aug 1, 2007 12:14 pm PT
you my good sir, have been playing the wrong games then...
Posted Aug 1, 2007 12:46 pm PT
Dude you have to admit though that none of those complaints seriously took away from any aspect of the gameplay. Gears and god are both awesome games albeit there problems.
Posted Aug 1, 2007 1:01 pm PT
your list is right but dont dis on gow
Posted Aug 1, 2007 1:04 pm PT
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