I give BioShock a hard time about it’s plot doors, but pretty much all games are based on plot doors. Sure, sometimes the door is a drawbridge with improbably inaccessible controls and sometimes it’s a subway in need of power and sometimes it’s an elevator in need of repair. Any game more complex than “run forward and murder everyone not on your side” is going to have some sort of structured obstacles for you to overcome. I don’t mind that plot doors exist. I mind when they are so poorly justified that they take you out of the experience.
Sander Cohen’s door works well enough, plot-wise. Much better than the next door, I think.
(This is a re-post. For the 2010 original, look here.)
Why I Hated Resident Evil 4
Ever wonder how seemingly sane people can hate popular games? It can happen!
Final Fantasy X
A game about the ghost of an underwater football player who travels through time to save the world from a tick that controls kaiju satan. Really.
Do It Again, Stupid
One of the highest-rated games of all time has some of the least interesting gameplay.
Bethesda felt the need to jam a morality system into Fallout 3, and they blew it. Good and evil make no sense and the moral compass points sideways.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.