Portal 2 | The Part Where He Kills You
Being chased by Kumbhanda in Digital Devil Saga 2 🙃
Deep Nest in Hollow Knight
Ravenholme still gets me every time.
Oooh yeah! First time hearing a fast zombie howl, or that damn hiss of a poison headcrab
Metro 2033. The Library level…
Replaying World at War on veteran difficultly and getting to the German sniper in Stalingrad, or the entire Reichstag mission in general.
The Reichstag mission, however, has the greatest payoff at the end
True, it is well worth it, but that doesn’t mean that the 100+ deaths before weren’t excruciating.
Grenades, Stg’s, and Panzershreks galore
okumura
Black Mesa residue processing and Metro Exodus taiga
Assassin’s Creed Valhalla: The Ireland DLC!!! I wanted to play it so badly because I had visited Ireland shortly before picking the game up and saw there was an Ireland DLC. Well most of it is just traveling around Ireland gathering supplies and building Trade Posts. You do get a cool Celtic Sickle there tho, which makes for a great Hammer+Sickle weapon combo. All the momentum from the game and the story grind to a halt when you get to Ireland
Resident evil village and the stupid no good too slow evil haunted doll house part, why, why is this in the game, whyyyyyyyyyyy
The Underground bit in Metal Gear Rising Revengeance. Anytime there’s semi-forced stealth that game grinds to a halt.
Any game where it has a stupidly long unskippable intro or tutorial.
I’ve been playing a lot of old (20+ years) games lately and I definitely have a greater appreciation now for the way they did things back then. I like the Deus Ex and Tomb Raider (and many others) approach of having a separate tutorial level. The game assumes that, when you start the game proper, you have a basic idea of what’s going on and the first foundational story beats of the game can occur alongside interesting and lightly challenging gameplay. Having a separate tutorial is also nice for re-acquainting yourself with the game after an absence, rather than the usual style these days where the best you get is an in-game manual telling you what the controls are but not giving you another opportunity to practice them. Lara’s Home for the PS1 Tomb Raider is great, it’s just a big space to run around in and practice whatever you want to practice.
It’s very strange in general how video games often seem to struggle with an engaging tutorial, but it’s never been a mystery how to make one, just make it optional and let the player go at their own pace, giving them opportunities to do things instead of homework.
I suspect, though I have no data to support this right now, that focus testing of games revealed that players were skipping tutorials and getting frustrated about things that the tutorial explained, so the solution was to make the tutorial mandatory.
call of duty modern warfare 2
that airport
super mario bros 3
when the scenery moves by its own
tetris
when you turn the figure in the wrong way and you just have one line left
silent hill 2
when you’re running from pyramid head in the hallway with mary
tetris
Any Souls game and the poison part
We have moved on to scarlet rot swamps with approx 0% walkable terrain now
The part where it gets hard.
Console commands my beloved
I only play games on PS4 these days, unfortunately.