ShenGCH
Who the fuck is Coco, bitch?!
- Joined
- Jul 27, 2018
- Location
- United Kingdom
- Favourite title
- Shenmue
- Currently playing
- Yakuza: Like a Dragon
Shenmue
Really had to rack my brain for this one, because there is not a single moment I dislike in the game, but the back-and-forth and then being forced to kill time on the day Ryo is looking for a way to get to Hong Kong is a lull moment for me. The only one, in fact. It's just boring.
Shenmue II
My only video game-related PTSD: Ghost Hall Building planks. Ridiculously annoying and the penalty for failure is far too harsh. I dread this moment each playthrough. Were it not for the ability to save before each plank - which players are all but forced to resort to unless they have the QTEs memorised to a tee, have a guide in front of them, or are masochistic on a level equal to that of the gimp from Pulp Fiction - I would instantly quit at this part on playthroughs. Definitely a "what were they thinking?!" part, on par with that of the first-person FREE Battles in Beverly Hills Wharf in terms of bad design. At least with those, you can just spam-bam-thank-you-ma'am until you win, but with the planks, what should be trial and error turns into having to exploit a system outside of the mechanics in order to succeed. Fucking sucks.
What are yours?
Really had to rack my brain for this one, because there is not a single moment I dislike in the game, but the back-and-forth and then being forced to kill time on the day Ryo is looking for a way to get to Hong Kong is a lull moment for me. The only one, in fact. It's just boring.
Shenmue II
My only video game-related PTSD: Ghost Hall Building planks. Ridiculously annoying and the penalty for failure is far too harsh. I dread this moment each playthrough. Were it not for the ability to save before each plank - which players are all but forced to resort to unless they have the QTEs memorised to a tee, have a guide in front of them, or are masochistic on a level equal to that of the gimp from Pulp Fiction - I would instantly quit at this part on playthroughs. Definitely a "what were they thinking?!" part, on par with that of the first-person FREE Battles in Beverly Hills Wharf in terms of bad design. At least with those, you can just spam-bam-thank-you-ma'am until you win, but with the planks, what should be trial and error turns into having to exploit a system outside of the mechanics in order to succeed. Fucking sucks.
What are yours?