• Silverstone - April 30, 2010 6:37 p.m.

    The Resident Evil series.. The whole standing still to shoot thing worked great for the first 3 games, it was bearable in CODE Veronica but once it got to over-the-shoulder camera in 4 it became a pretty stale and unusable mechanic that is detrimental in trying to be aware of the approaching zombirific-horde and took away from the story cause you were too busy trying to see the zombies that were eating your spine.
  • Tygerclaws - April 30, 2010 6:31 p.m.

    @Vagrant In all honesty, the "plot holes" seem more like design flaws. Had they gone a different route, the plot hole would be filled, because they would have met/talked to/seen/etc. what was missing in this route. That just tells me that the game doesn't so much have multiple paths as it does one or two MAIN lines, then a bunch of contingencies that Quantum didn't plan for properly. Instead of making extra scenes, they just reused old ones for the sake of moving the game along.
  • Vagrant - April 30, 2010 6:25 p.m.

    Episodes from Liberty City kinda fixed that checkpoint thing in GTA. Just sayin'. And I'm now convinced that the only plothole in Heavy Rain was the thing with the thing and the origami figures at that place with that thing. You know what I'm sayin'.
  • d0x - April 30, 2010 6:24 p.m.

    Resistance and Resistance 2's ai squad mates pissed me off not only because they were stupid but also because the enemy AI ignores them. There couple be 10 of your guys on screen but the AI will NEVER EVER EVER shoot at them. All their fire is always directed at you no matter what. Even if your squad made stands inches from an enemy said enemy will ignore it and fire on you while you're standing 100 yards away behind a rock.

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