COGconnected - It might sound like an oxymoron but it IS possible to see a bad video game mechanic done just right and we've put together a list of them.
Not every Halo game has been a banger, but the franchise still has a raft of the greatest games of all time.
Infinite is a dumpster fire and as much as I like ODST, in no universe it ranks above Halo 2. This list is trash.
Best to worst: Halo 3, Halo 2, Halo Reach, Halo CE, Halo 4, Halo ODST, Halo Infinite, Halo 5.
Polygon: "To get back to the way Ocarina made us feel, it was necessary to reject almost everything about it."
I generally agree with the author here. However, if I had to point out a single game as the 'anti-Breath of the Wild,' that would be Majora's Mask. Pretty much everything in that game is interconnected, relies on something that the player must have done previously, is timed, and can be considered a puzzle in itself.
but still considered the best of the seties.
i would have liked botw to be more like ocarina.
25 years from today whatever Zelda is out people would too be looking fondly at Breath of the Wild.
Ah the more simple times of the 2020s.
The Xbox 360 was a fantastic console in its day with some truly classic titles, but what are the seven best games for the console?
I'll go with,
Lost Odyssey, Blue Dragon, Culdcept Saga, Shadow Complex, Ace Combat 6 with the flight stick,A Kingdom for Keflings, A World of Keflings.
Bonus Kinect Games: Happy Action Theater and Sesame Street.
*Skyrim was so bad on PS3 that it almost deserves to be #1*
Was this made by a.i.? No human being would put Shadowrun, Fable III, and Splinter Cell: Conviction into a list of the 7 best Xbox 360 games.
Would love to play Ace Combat6 on PlayStation, but Xbox decided to buy exclusivity and keep it off a competing platform.
The only mainline game I never played except for one level at a friends place. Game sold less than any other in the series if I remember correctly.
When the current gen XBOX offering is so lacking people need to refer to games released two generations back....
I bet it is an interesting read, but I gave up after the 3rd page.. Invasive ads are the worst.
Here's one the list didn't touch upon that I feel deserves a mention: Breakable weapons.
There are very VERY few examples of this system being done right, let alone in a way that doesn't result in the player throwing their controller every time one of their best finds goes down the drain, never to be seen again due to exact copies, let alone better ones, being few and far between.
Breath of the Wild, again like with the second bit, takes the idea of breakable weapons, and removes the frustration factor of never getting anything similar again; everything you find, with the exception of reforgable champion weapons, can be found out there in the wild, in the hands of your enemies or hidden away in poorly-buried chests.
So no matter how many of those 101+ ATK Lynel Crushers you go through, you can rest assure that, with enough hunting, you WILL eventually find an exact copy of your favorite precious murder instrument.
Not only does this solve the biggest problem of a disposable weaponry system, it also encourages two of the game's biggest systems; combat and exploration.
When you're constantly in need of new weaponry, there's always going to be a constant reason to hunt down the locations of, and go into, those camps filled with monsters, even if you've cleared them out once before the respawn event, in order to see what they're hauling around to attack you with this time that you can jump in and take from them after their defeat.
Even better is that, if you aren't a fan of a prolonged fight, have all the drop materials from them that you need, and just want the gear, the game gives you that option as well; a single electric attack, of any sort, will forcibly purge any gear held from the hands of your foes, allowing you to snatch-and-run at your leisure.
The only foes this does not work with are the Lynels, which are meant to be fought and defeated to claim their rewards and are so tough that elemental arrows do not show secondary effects upon them, the Gerudo desert-dwelling Moldolga, which have their loot stored in treasure chests in their stomach, which only pop up after they're killed, and the Stalnox, which has its weapons buried in its bones.
Even the giant fleshy contemporary of the Stalnox, the Hinox, can be raided of its loot early, simply by cutting their necklaces, before they can awaken and stand up, using a single well-placed arrow.
In BotW, weaponry is everywhere. Quite literally to the point where you'll run across something new that's great, and realize that you have so many other good things that it makes it difficult to choose whether to ditch or keep certain ones.
But since they'll all break eventually anyways, a bit of spare room for that new find is usually only a battle or two away.
Nothing, save the Master Sword which runs on a recharge anyways, is irreplaceable.
And this benefits the exploration and combat aspects in a HUGE way.
More games with breakable gear could, and should, learn a thing or three from how BotW does it.
God of War is the king of QTEs for me, many unforgettable moments that probably couldn't have been handled any other way apart from a less exciting cut scene. Decent windows for the button presses too, they wanted you to get it right not try and trip you up.
The Ninja Turtles dam level was a nightmare as a child. It haunted my dreams more than any other cliche 80's horror film. As a big fan of Ninja Turtles, the dam level was the first time I realized the world was unfair, and the level that followed after is when I first knew there was true evil on earth. Only someone with a sadistic mind would've created the Ninja Turtles game for kids. Who would've thought that you were supposed to have walked over that blasted crack in the floor!?
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