WillRock

Parts in games so difficult they made you stop playing

92 posts in this topic

Not difficult, the opposite, but MVC: Infinite

Tried the demo for it today

My god that game is crap. Horrible graphics, same awful MVC3 high-contrast artstyle, looks like a port, gameplay is extremely dumbed down, only two characters instead of 3, atrocious voice acting, cringiest story I've ever seen, 1-button super combos, 1-button normal combos, and already the worst roster in the history of the genre. 

First time I've ever rage quit a game just because it sucks so bad.

They're going to charge 74.99 for this shit.

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I have always taken the absurd levels of difficulty in the NES era to be the industry's way of adding value for money.  Given the memory limitations of the time, they couldn't create a several hours long story driven platformer/adventure, and so instead just made the games crazy hard so that it took a consumer/user/player hours to beat.  If someone paid $35-$40 for a cartridge in those days (what I remember approximately paying for a game back then), took it home and was able to complete the game in 30-60 minutes, they might feel like it was a bit of a waste of money.  If it was something they had to sweat through 50 game overs before finally being able to overcome a certain area, boss, or just getting lucky, the feeling of accomplishment felt way more worthwhile... Even though the remaining memory in the cartridge usually only allowed for a simple "Congladulation!" at the end.

I remember buying Street Fighter II for the SNES and beating it in 10 minutes on easy.  I turned to my brother and said, "Don't tell Dad," because I thought if he knew he'd think I had just wasted a bunch of money on a game so easily "completed."  Of course, I didn't realise at the time that you had to play through the game on hard to actually get the good endings.

That TMNT dam level did me in too.  It had never occurred to me back at the time that as one turtle's life got lower through the dam to just switch turtles in order to complete the level.  I just kept trying to make it through one turtle at a time, having only two bombs left to defuse, dying, and then starting over.

The Kacho ALWAYS leaves me gobsmacked at his tenacity and ability to just keep trying on all of the old games.  I think my evolution into newer games has made me lose my perseverance on the older games, and if I can't beat a certain level or spot after maybe 10 or so tries, I often just give up.  Episode 60 shows where he did level 97 of Quest of Ki for like six hours or something before finally being able to overcome and beat the game.

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I could never beat Zelda 2 when I was a kid, probably because of stupid Death Mountain, but if I tried nowadays I could probably get through it. I just didn't have patience back then for roadblocks like that.

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Claymates.  Made it to the final boss for the first time ever.  Died immediately.  Surprise!  That was my last life.  There's no continue system.  There's no password system that even a game like Bubsy was kind enough to provide.  Cute little kid's game Claymates does not forgive.  All that hard work was gone.  I lost my last life at the final boss.  The moment I saw "game over", I rage quit, which for me as a 5- or 6-year-old kid consisted of throwing the SNES controller to the floor, walking away and crying.  I don't believe I have touched the game since.  Makes me wonder what might have happened had I ever played the original Battletoads at that age.

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Final Fantasy X HD....the dark aeons.

I grinded and grinded and grinded and grinded as much as I could. And then I met Dark Yojimbo. A tough battle indeed. But to win that tough battle five times in a row without saving in between? I couldn't. 

I don't have the time or patience to grind and grind so much that everyone has max stats. I just don't. 

So I decided to quit on the dark aeons, and instead focus on beating Nemesis. I wanted to at least feel like all that grinding I did was worth SOMETHING.

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I gave up on Spider-Man Shattered Dimensions. It's sad to say, but I'm willing to bet that game isn't really all that difficult. I was playing it on the Wii, though, so the controls weren't helping. If I had an opportunity to play it on a regular controller, then perhaps I could get through it.

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When i was a kid i played Batman on the Nes. I made it to the boss several times, but i wasn't able to beat the Joker and finally gave up.

A more recent example: A few months ago I bought Shovel Knight, i actually finished the regular game but i wanted to beat the new game + too. Unfortunately i failed at the part where you have to fight all the bosses again.

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On 7/30/2017 at 3:39 AM, AngelCityOutlaw said:

Not difficult, the opposite, but MVC: Infinite

Tried the demo for it today

My god that game is crap. Horrible graphics, same awful MVC3 high-contrast artstyle, looks like a port, gameplay is extremely dumbed down, only two characters instead of 3, atrocious voice acting, cringiest story I've ever seen, 1-button super combos, 1-button normal combos, and already the worst roster in the history of the genre. 

First time I've ever rage quit a game just because it sucks so bad.

They're going to charge 74.99 for this shit.

Though MVC3 was more cel-shaded.  I don't recall if the MVC series ever had a very good story.  MVC 2 didn't have one, period.

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The Legend of Zelda: The Spirit Tracks final dungeon just wore me the F down.  As some of y'all might know, I have a triforce tattooed on my spine.  I'm pretty serial about my Zelda, and this is one of very few in the series I haven't completed.  Just sooooo tediously difficult.

One of the other Zeldas I didn't complete? 2.  And it wasn't Shadow Link.  It was the area leading up to the final Temple.  You know the section on the overworld with the random encounters with super strong Lizalfos, the weird eyeball dudes that dropped fire, and the lava? Yeah, that.  So !#%$ing frustrating.  Ground me right down.

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Man, I've never even come close to beating Zelda 2. The part I consistently quit at was the first dungeon actually 8O because of the platforming, with instant death pits?? With how stiff the jumping and handling is?? 

I would actually kinda kill for a good, still 2D, remake of Zelda 2. It's this fascinating mix of stuff that got majorly used in later games (village names used as sage names in OoT, some bosses also show up in OoT), and out-there stuff just thrown by the wayside (the entire level up system). I'd love to experience its historical value as a game that I'd actually want to play without wanting to throw my controller through my TV.

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I'm afraid Super Mario Odyssey may go on this list for me.  One of the moons is locked behind a jump-rope minigame that I'm finding just impossible.  You need to jump 100 times, and I've tried on and off for at least half an hour and my record is 56.  I understand there's some sort of volleyball minigame later on that's even harder.  So I may be looking at a personal maximum of 798/800 moons, and if I know for sure there's even one I can't get, I probably won't bother with some others if they start looking to be tedious.

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It was a bad game anyway, but I was forgiving of X2: Wolverine's Revenge for the most part. Until I went up against the Juggernaut, that is. That ended my patience with the game and I never beat the thing. 

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Mario Kart Super Circuit, getting three stars at extra Lightning 150cc. Didn't got those even with save states and stopped my attempts to get it. Five years later I tried again and received the *** finally.

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On 11/2/2017 at 11:54 AM, MindWanderer said:

I'm afraid Super Mario Odyssey may go on this list for me.  One of the moons is locked behind a jump-rope minigame that I'm finding just impossible.  You need to jump 100 times, and I've tried on and off for at least half an hour and my record is 56.  I understand there's some sort of volleyball minigame later on that's even harder.  So I may be looking at a personal maximum of 798/800 moons, and if I know for sure there's even one I can't get, I probably won't bother with some others if they start looking to be tedious.

Listen for the audio cue.

I think its around the 50 - 60 mark, but the timing will become static. At that point, one of the ladies holding the rope will call out when you should jump, and if you tap the button (short hop) on that cue, you can hit your 100 relatively easily. 

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I've read that advice, as well as the advice to time it with the dust cloud, but it doesn't do me any good.  Unless your timing is already perfect, you'll likely already be in the air when the "hey" comes.  And the leeway is literally one or two frames at that point.  It doesn't get any faster after 50 but that's exactly when it's too fast for me to keep it up.

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Fair enough.

On a related note, there is a particularly wicked platforming section later on in the game that's getting me really close to throwing in the hat...err towel.

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