Ways that games could have been better
"Batman" is one of my favorite NES games. I love the dark atmosphere, the music and the Ninja Gaiden-esque play mechanics. But it is lacking in some ways.
It's the kind of game that invites exploration. You want to wall jump around and see what you you can find. Unfortunately the few items you can collect are obtained from killing enemies which isn't too satisfying. So nothing to find and not much to explore. I wonder if there was originally going to be more emphasis on exploration but the game was rushed.
It's the kind of game that invites exploration. You want to wall jump around and see what you you can find. Unfortunately the few items you can collect are obtained from killing enemies which isn't too satisfying. So nothing to find and not much to explore. I wonder if there was originally going to be more emphasis on exploration but the game was rushed.
Comments
I also think StarTropics could have done well with more developing time sunk into enemy variations and overworld/dungeon design.
For a game with very good core mechanics, it sometimes feels like an unpolished gem.
A more balanced difficulty curve and better overworld design in Zelda II would have been nice too, but I'm not gonna get greedy.
Arcana, needs to be about 2-3x normal speed. It is slooooow.
Just about every RPG without it - Needs a extra, hidden challenge area, much MUCH stronger than the last boss\last areas of the game.
Diablo 1 needed a fucking run button
Arcana, needs to be about 2-3x normal speed. It is slooooow.
Just about every RPG without it - Needs a extra, hidden challenge area, much MUCH stronger than the last boss\last areas of the game
Couldn't have said it better myself......not having a run button on D1 was a pisser!
D2 is god though probably one of the best games ever made.
Removing fucking Raiden from Metal Gear Solid 2.
Not making Final Fantasy X and 13.
"Batman" is one of my favorite NES games. I love the dark atmosphere, the music and the Ninja Gaiden-esque play mechanics. But it is lacking in some ways.
It's the kind of game that invites exploration. You want to wall jump around and see what you you can find. Unfortunately the few items you can collect are obtained from killing enemies which isn't too satisfying. So nothing to find and not much to explore. I wonder if there was originally going to be more emphasis on exploration but the game was rushed.
I don't think the game was rushed. It wasn't too different from the Beta version out there. I think it was made as a straightforward, no frills Batman game, with a couple of shortcuts here and there but not really an exploration game. I do think it's rather short for an NES game, and the points are useless (they don't even give you your point total unless you pause the game.) I like it otherwise.
I think Batman ROTJ ramps the difficulty up too soon on the snow level. That level either needed an overhaul or to come later.
Eliminator Boat Duel could have had a better end screen than just "GAME OVER" in huge red text.
Metriod needed a map.
Donkey Kong needed the cement factory.
Diablo 1 - Stash, like Diablo 2 had
Diablo 2/3 - Class specific items. Why? Takes away player customization! Grr...
Diablo 3 - They took all the stat/skill/spell customization/building out! Grrr....
GoldenEye - Bots for multiplayer games
GoldenEye - The Dam/Cradle/Control levels would have been awesome multiplayer arenas!
DKC2 - That stupid snake character you play as, can't remember his name - that snake is the bane of my existence with that game!
Arkham Trilogy - Why no movie-based Batsuits included in the game? Keaton (B89) and Bale (TDK) both had awesome looking suits! (I know AK had the '89 suit, but its DLC, also I don't have a PS4 lol)
Terraria - TELL ME HOW TO PLAY YOU, F*CKING GAME!!!
A lot of games could have benefited from a better save/password system.
Definitely. Jurassic Park on SNES is a good example. The average playthrough can be anywhere from 4-8 hours depending on how well you know the map. With no password or save, that means you've got to do it all in one go...and that can be rough unless you've dedicated part of your day to it or leave the system on between intervals.
On the subject of passwords, Zombies Ate My Neighbors has a short and handy password every four stages, which is awesome! However...when using a password, the game gives you only the starting equipment. This makes you feel severely under-powered for the challenges of the late-game stages and almost entirely defeats the purpose of the passwords to begin with. Trying to jump to Level 40 with a password? Forget about it. You won't last very long.
A lot of games could have benefited from a better save/password system.
QFT.
*Add Intro text scroll/cut scene explaining story and mission:
*Add text labels to items in inventory and store
* Add character names during character select screen
*Add text clues that can be purchased from shopkeepers for $10
*Add a free shield in one of the unused areas of the map (C11, D11, D12, D13)
*Make poison destructible (by shooting it)
*Select Equipment from start/pause screen. (not just Inns)
*Replace the illusion block in A15, Meyna's dungeon with a ladder
Super Metroid needs a boss rush mode. That would be awesome.
***EDIT*** Someone beat me to the Jurassic Park comment, but I agree with it so much, it should be stated twice!
Aero the Acro-Bat on SNES could've used a password feature.
Zelda: TriForce Heroes would've been more fun if the single player option was more like Four Swords Adventures.
Star Fox Assault would've been better without on-foot missions and more flying portions.
Kingdom Hearts would've been better without the pointless Gummi Ship parts.
Metroid: Other M would've been better if you could use the nunchuck + wiimote rather than the wiimote alone.
Yoshi's Story would've been better with a traditional level system and not "eat 30 fruit to advance".
Yoshi's New Island would've been better if the music wasn't so mind-numbingly bad.
Battletoads would be better if it wasn't so damn near impossible.
Originally posted by: Webhead123
Originally posted by: cmbatchuk
A lot of games could have benefited from a better save/password system.
Definitely. Jurassic Park on SNES is a good example. The average playthrough can be anywhere from 4-8 hours depending on how well you know the map. With no password or save, that means you've got to do it all in one go...and that can be rough unless you've dedicated part of your day to it or leave the system on between intervals.
On the subject of passwords, Zombies Ate My Neighbors has a short and handy password every four stages, which is awesome! However...when using a password, the game gives you only the starting equipment. This makes you feel severely under-powered for the challenges of the late-game stages and almost entirely defeats the purpose of the passwords to begin with. Trying to jump to Level 40 with a password? Forget about it. You won't last very long.
Heh, I beat JP earlier this summer and dedicated a large portion of my afternoon to it. I think it took me 4 hours and it was taxing, naturally somewhat satisfying but yeah I don't see myself ever slugging through that game ever again, lol. It definitely needed a save system.
I agree with passwords/save on most pre-32-bit games. Or at least, a level skip or cheat type option. Those are lifesavers.
Funny, I was also thinking ZAMN. Man, we're thinking along the same wavelengths here
ZAMN's password is one of the most annoying password systems out there. Yeah it's great they're only 4 characters long but to start from scratch is brutal. That game needed a save system or hell, I would have gladly taken a 16-character system if it meant saving my weapons and neighbor count.
Speaking of ZAMN, it desperately needed a strafe button. Instead of using L *AND* R to toggle the map, I wish one of those buttons was dedicated to strafe. it would have been awesome too if the other shoulder button would make your guy do an instant 180 turn. But the strafe option is sorely missed.
ZAMN is one of those classics that hasn't aged as well as many of SNES' other great games. You still gotta respect it, but I'm finding as time goes on more people's opinions of that game is starting to shift from nostalgia goggles to "Yeah it's pretty damn good BUT..."
Originally posted by: ookii_risu
What I never got was when you are given an option in an RPG to say "Yes" or "No" and still get the same answer back. What's the point? It would have been nice if what you had said affected the in-game flow or ending (I know in some games it actually did, but I don't recall it happening much if at all in the NES era).
I hate it when a game gives you the "yes/no" option but won't let you progress until you choose the one they want you to. If I truly don't have a choice, then don't f-ing give me one.
Originally posted by: Tulpa
Originally posted by: mbd39
"Batman" is one of my favorite NES games. I love the dark atmosphere, the music and the Ninja Gaiden-esque play mechanics. But it is lacking in some ways.
It's the kind of game that invites exploration. You want to wall jump around and see what you you can find. Unfortunately the few items you can collect are obtained from killing enemies which isn't too satisfying. So nothing to find and not much to explore. I wonder if there was originally going to be more emphasis on exploration but the game was rushed.
I don't think the game was rushed. It wasn't too different from the Beta version out there. I think it was made as a straightforward, no frills Batman game, with a couple of shortcuts here and there but not really an exploration game. I do think it's rather short for an NES game, and the points are useless (they don't even give you your point total unless you pause the game.) I like it otherwise.
I think Batman ROTJ ramps the difficulty up too soon on the snow level. That level either needed an overhaul or to come later.
Eliminator Boat Duel could have had a better end screen than just "GAME OVER" in huge red text.
Metriod needed a map.
Donkey Kong needed the cement factory.
I just played that for the first time last week and was crusing until that level.
Metal Slug games would've been damn near perfect if it wasn't for the jumping mechanic and forced button mashing with the gun, but mainly the former. Instead of being in control he slugs around awkwardly and you have to worry about where the fuck he will land as opposed to just how to avoid the danger ahead. It's easier said than done when playing on a hard difficulty and shit comes flying at you from every direction. I lose despite properly accounting for the attacks against me.
If SOR2 didn't require the use of health-depleting specials. I've played with Blaze on the hardest difficulty and unless you manage to bring a weapon there is no other way to beat the fat boxer. He uppercuts every jump and runs up and grapples whenever there is a proximity. If you start punching first he will end it with a grapple, if you do a forward dash attack he'll defuse it with a grapple etc. I don't like this at all. In Final Fight the specials can be used for crowd-control or delivering damage that is certain but they're never mandatory.
If Contra Force wasn't plagued with slowdown.
Different Castlevania games with the metroidvania formula that require certain things to be equipped, sometimes in addition to performing a completly random action. Castlevania 2 is filled to the brim with this type of bullshit but i also noticed it in Aria of Sorrow. There's one instance where in order to enter a blocked door you have to perform a completly ridiculous set of actions where you equip 3 different items and also come equipped with one/more specific items in order to face the second form of the last boss (maybe both instances are part of the same "event", i don't remember). Just how the fuck am i supposed to figure these things out?
Castlevania IV should've been much harder and not allow for diagonal whipping. A fucking borefest where the creators played it safe and created a big bag of nothing. Dracula X was great but could've been longer.
GTA 3 should've had motorcycles.
It would be better if you could find some important item in these areas.
Pokemon Red/Blue/Yellow/Gold/Silver/Crystal - Faster walking, fast forward button for battles.
Naruto Ultimate Ninja Storm series: Needs a lot more depth. Should be more to the fighting than just mashing Circle. Several characters are outdated too, even in Storm 4 (which hasn't come out yet); their movesets need to be updated.
Tales of Legendia: Needs a multiplayer function and a better battle system. Hell, the entire game needs a remake. It's a shame because the story and characters are actually pretty good. Also, the last half of the game has no voice acting in the US version.
Tales of Graces: One of my favorite Tales games by far, but some of the dungeons could stand to be a bit more interesting.
Zelda: Skyward Sword could've been better by not recycling the same damn areas 2 or 3 times as well as making flying more interesting.
Aero the Acro-Bat on SNES could've used a password feature.
Zelda: TriForce Heroes would've been more fun if the single player option was more like Four Swords Adventures.
Star Fox Assault would've been better without on-foot missions and more flying portions.
Kingdom Hearts would've been better without the pointless Gummi Ship parts.
Metroid: Other M would've been better if you could use the nunchuck + wiimote rather than the wiimote alone.
Yoshi's Story would've been better with a traditional level system and not "eat 30 fruit to advance".
Yoshi's New Island would've been better if the music wasn't so mind-numbingly bad.
Battletoads would be better if it wasn't so damn near impossible.
I think what makes Battletoads so awesome and why it has become the hit it has today is "because" of the difficulty.
Then again I like very difficult games and understand your point.
Arcana, needs to be about 2-3x normal speed. It is slooooow.
Funny you mention that... I just wrapped up a playthrough on an emulator-box a week ago and made EXTENSIVE use of the 10x-speed trigger button on the controller.
Maybe that's part of why I never finished as a kid, when later parts of the game felt like such a slog.
Earthbound - Triple the experience points you get from all enemies and bosses in general.
I'm playing through this one starting a couple days ago, and I feel like the pacing is actually pretty generous by the grinding-standards of the time.
Originally posted by: arch_8ngel
Originally posted by: Feefle
Earthbound - Triple the experience points you get from all enemies and bosses in general.
I'm playing through this one starting a couple days ago, and I feel like the pacing is actually pretty generous by the grinding-standards of the time.
Agreed. Also, I feel like the consensus is for the most part EB isn't a grind-heavy game. It's pretty well paced out. Unlike say... 7th Saga...
Super Mario Bros 3 could have benefited from a save feature
Donkey Kong 64 could have stepped down the challenge with the Beaver Bother
Earthbound - Triple the experience points you get from all enemies and bosses in general.
I'm playing through this one starting a couple days ago, and I feel like the pacing is actually pretty generous by the grinding-standards of the time.
Agreed. Also, I feel like the consensus is for the most part EB isn't a grind-heavy game. It's pretty well paced out. Unlike say... 7th Saga...
And the irritating thing I remember about 7th Saga was that the more you try to grind and power-up, the farther behind you fall, in reality, versus the other characters.
I only rented it a few times, though, so maybe I should give that one another try and figure out how to actually win.
Super Mario Bros 3 could have benefited from a save feature
The lack of a save feature almost makes SMB3 seem antiquated today. NES games that can be played through from beginning to end in under an hour (without warps) when you know what you are doing hold up better.