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"Gaming Cliches"

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Mon 05/11/01 at 13:48
Regular
Posts: 787
You see them all the time.
The generic gaming moments/items/levels that employ the same old shoddy tactics to pad out a game.
Here are a few of mine that annoy me:

Ammo Crates:
It can be a top secret military complex, expecting your invasion and utilising all manner of hi-tech surveillance systems, but they forgot to clear up all the boxes with ammo, weapons and health kits in.
Boy, those dumb enemies eh?

Ladders:
Stupid, stupid FPS ladders. Climing up, look to the left?
Oh, sorry, what I meant to do is - hurl myself off the ladder and plummet to my doom. Or trying to get down ladders, walking slowly and turning before hero decides to step into thin air and see if Icarus was onto something.

Spiders/Bugs:
FPS aggro. Too small to see or hit, too fast to dodge.
Why? Why put those in there? It's better to have a vast expanse of nothing instead of little skittery bugs.
Damn dirty bugs

Huge empty areas:
The music drops out and you are faced with a massive room.
Hmmm, I wonder if a really big angry thing is going to come charging out at a predetermined point?

Scientists regretting things:
They spent years creating these lethal killing-machines, but as soon as they escape it's "Oh I shouldn't have done that to this animal". Fine, just don't expect me to not try and shoot you as I walk away.

Helpful Strangers on radios:
Mysterious voices cropping up on phones/video screens to guide you and tell you little bits about the plot, before a completely unsatisfactory resolution.

Keys:
Always on the other side of the level, behind a box under a shelf. So you can spend 2hrs hunting for a tiny object before you can progress.
Why not just indicate where the damn thing is? I've already wasted everyone on the level, so wandering about like a tour-guide without customers is not my idea of fun.

Paper bullets:
Enemy has an M16 and can shoot you in 2 seconds flat.
You have an M16 yet need to expend clips for the same result.
Bunch of pants

Hidden pieces of puzzles:
You have killed everyone, yet you are missing that one last bit of the puzzle pic to complete the level and escape.
So back you go, through all the old rooms searching every little thing that you can for a piece of paper.
Rubbish.

---

Any others?
Mon 05/11/01 at 14:02
Regular
"Back from the dead!"
Posts: 4,615
What about the one where the story is where you have to save your kidnapped relative/girl?
Mon 05/11/01 at 14:01
Regular
Posts: 6,492
It's all Nintendo's fault, you do realise that don't you??
Mon 05/11/01 at 13:59
Regular
"not dead"
Posts: 11,145
On the subject of crates, a certain other gaming related website have a ' Top Ten'.

One of these was "Top Ten rooms full of crates"

Gamespy, I think it was that website.

Anther clichÈ, probably a bit too 'Nintendo' for some of you.

There's a platform, but it's too high to reach. You just know that up here will be the entrance to a later level, but you can't get to it until you either find the special high jump boots, or learn the secret of jumping really high.
Mon 05/11/01 at 13:48
Regular
"Infantalised Forums"
Posts: 23,089
You see them all the time.
The generic gaming moments/items/levels that employ the same old shoddy tactics to pad out a game.
Here are a few of mine that annoy me:

Ammo Crates:
It can be a top secret military complex, expecting your invasion and utilising all manner of hi-tech surveillance systems, but they forgot to clear up all the boxes with ammo, weapons and health kits in.
Boy, those dumb enemies eh?

Ladders:
Stupid, stupid FPS ladders. Climing up, look to the left?
Oh, sorry, what I meant to do is - hurl myself off the ladder and plummet to my doom. Or trying to get down ladders, walking slowly and turning before hero decides to step into thin air and see if Icarus was onto something.

Spiders/Bugs:
FPS aggro. Too small to see or hit, too fast to dodge.
Why? Why put those in there? It's better to have a vast expanse of nothing instead of little skittery bugs.
Damn dirty bugs

Huge empty areas:
The music drops out and you are faced with a massive room.
Hmmm, I wonder if a really big angry thing is going to come charging out at a predetermined point?

Scientists regretting things:
They spent years creating these lethal killing-machines, but as soon as they escape it's "Oh I shouldn't have done that to this animal". Fine, just don't expect me to not try and shoot you as I walk away.

Helpful Strangers on radios:
Mysterious voices cropping up on phones/video screens to guide you and tell you little bits about the plot, before a completely unsatisfactory resolution.

Keys:
Always on the other side of the level, behind a box under a shelf. So you can spend 2hrs hunting for a tiny object before you can progress.
Why not just indicate where the damn thing is? I've already wasted everyone on the level, so wandering about like a tour-guide without customers is not my idea of fun.

Paper bullets:
Enemy has an M16 and can shoot you in 2 seconds flat.
You have an M16 yet need to expend clips for the same result.
Bunch of pants

Hidden pieces of puzzles:
You have killed everyone, yet you are missing that one last bit of the puzzle pic to complete the level and escape.
So back you go, through all the old rooms searching every little thing that you can for a piece of paper.
Rubbish.

---

Any others?

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