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There is a lot of "what? this is fucking dumb" in GOW:Ragnarok.

mitch1971

Member
One of my favorites is uncharted where drake insists on help to open double doors. Just open one on your own and both go through that.

(and yes I know why it has to be done that way)
 

deeptech

Member
Same reason why in classic RE you can't shoot the door lock but go to hell and back to get that key. Video game (Il)logic.
 

hemo memo

You can't die before your death
Don't come up with logic in video games. I mean you play a game about fucking gods and complain about doors?
That’s a weak excuse. Even in games with wild premises like The Last of Us, logical design choices are still used. Obstacles like tables or debris are used to block paths in ways that feel organic to the environment, making the world feel more cohesive. It’s about maintaining consistency and immersion in the game world. Guiding the player without disrupting the flow, instead of just slapping up an arbitrary barrier that feels out of place.
 

poppabk

Cheeks Spread for Digital Only Future
One of my favorites is uncharted where drake insists on help to open double doors. Just open one on your own and both go through that.

(and yes I know why it has to be done that way)
The worst in Uncharted is you are parkouring across huge expanses, scrambling up towers, leaping across chasms and then you can't get past a knee high wall because it has some vines on it.
 
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mitch1971

Member
Same reason why in classic RE you can't shoot the door lock but go to hell and back to get that key. Video game (Il)logic.
Resi 5 has an iron gate in one level with a plank of wood placed horizontal across it to lock it from the other side. You have to make your way around the market area to open it, when your hands can clearly fit through the bars to lift the piece of wood.
 

Cakeboxer

Gold Member
That’s a weak excuse. Even in games with wild premises like The Last of Us, logical design choices are still used. Obstacles like tables or debris are used to block paths in ways that feel organic to the environment, making the world feel more cohesive. It’s about maintaining consistency and immersion in the game world. Guiding the player without disrupting the flow, instead of just slapping up an arbitrary barrier that feels out of place.
Then just imagine these are not simply wooden doors, but magical/enchanted/cursed wooden doors.
 

adamsapple

Or is it just one of Phil's balls in my throat?
No you don't understand, Kratos is respecting the cultural heritage of the builders. He can't smash it.


cirilonanet-kratos.gif
 

Kvally

Member
You think that’s bad??

I’ve been playing Forza Horizon 4, and here’s a list of the most recent shit I’ve won on Wheelspins..

1 - Pair of leggings
1- Pair of Shorts
2 - Horns
1 - Pose
1 - Shirt

Why??? WHHHHHYYYYY??!!! I just want cars. 😭
That was disgusting for sure. I hate they went that direction.

I hated those wheel spins. GT7 can be stingy as fook, but at least you get either a car, car part, or money to put towards a car.

And is there a pose in the Horizon games that doesn’t make you look like a tosser?
Well, Forza Horizon is an arcade game, so comparing it to a simcade isn't quite the same. They didn't do that in Forza Motorsport. In Forza Motorsport, you get to earn cars, car parts, but helmets and driver suits.
 

Salmonboy

Member
I always call God of War, God of WALL, because it's full of invisible walls throughout the game and more like a corridor action game. I rest my case...
 
Black Myth Wukong is a game about a multidimensional god like monkey that can't climp a three, or even a slightly tall rock.

Video games gonna video games 🤷‍♂️.
 
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Miyazaki’s Slave

Gold Member
Why don't the ghosts in Pacman just go through the walls?
Their eyes are tethered to the mortal plane. While they can "slip" bodies (using the corpses of felled pac's), they cannot slip the confines of the battle arena where all Pac's must battle as a right of passage.

All of this was in the manual for the Atari 2600 version. (it isn't)
 
I haven't been able to bring myself to play this yet. I was late on the first one, and while I enjoyed it, it overstayed its welcome and I burned out. Trying to remember anything about it now is difficult.
 

R6Rider

Gold Member
Resi 5 has an iron gate in one level with a plank of wood placed horizontal across it to lock it from the other side. You have to make your way around the market area to open it, when your hands can clearly fit through the bars to lift the piece of wood.
I notice things like this in games all the time.

Another common one is the gate/fence that the character could easily climb over or fit through the metal bars.

Dark Souls does this a lot with doors that "don't open from this side" yet when you get to the other side your character simply opens it. No removing a board or unlocking.
 
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ReBurn

Gold Member
I know how you feel. It like how GTA games are "open world" but you can't fly your airplane past the edge of the map. What if I want to go to Vegas? And what's up with not being able to break into every single building?
 

diffusionx

Gold Member
You guys need to take a step back. Gameplay abstractions will always exist.

I sort of agree.

MILD SPOILERS AHEAD

Playing God of War 2018 quite recently I was enthralled by the mystery of the game, the world, the purpose of it all (maybe Odin was a madman, but not an evil man, maybe he saw something that would make Kratos realize Odin was right, etc) and I believe there must have been a point in development where Kratos was actually just led to believe he had a kid and a wife, but the wife easily fake (the first game made a big deal to not show her face) and the kid was going to be Loki, like big-bad Loki who “poisoned” or tranced Kratos into giving him a peaceful life and controlled him and you’d found in the heartbreaking end that the kid was a fake all along. But unfortunately, I’m sure that first draft wouldn’t fly with the focus groups. Oh well.
I thought Ragnarok was going to go all the way with the premise but they chickened out at the end and decided to go full Marvel. it really could have been something special but they didn't have the courage to do it.
 

Halfkut

Neo Member
I haven’t played ragnarok and I totally get the whole “it’s just a video game” thing but you gotta admit this specific instance is pretty bloody funny

In video game land there is like 2 obvious ways you get through a wooden door puzzle and he just happens to be holding one of them 🤣
 

kevboard

Member
Cmon, this kind of stuff can be found in every game (history tells one thing, gameplay tells another)...

the issue is that the more "cinematic" and filmic games are, the more idiotic this comes across.
on one hand the new GoW games want to be more grounded and less whacky... but on the other hand they never felt more in odds with what happens in cutscenes.

I mean fuck... you can't even jump anymore. a few meter high walls or ledges completely block your path... meanwhile in cutscenes Kratos is basically a fighter jet.
they removed the spectacle and dynamism from the gameplay, but kept it in the cutscenes.

this wasn't as much of an obvious issue in the original trilogy. in those games Kratos was fast and agile in both gameplay and cutscenes, and the general presentation was less serious and more whacky. double jumps, fast climbing while beating up enemies, swinging with your weapons... it felt more like you're playing, well, Kratos.
 
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The story and the pacing of this game are completely whack, but otherwise it's fantastic. Freya's weird surfer-bro brother is just a bad character.
 
Oh boy
I've seen jokes about this kind of thing since I played Final Fantasy VIII when I was 8.
"You can thrown a meteor at your enemies but you can't open a door"
 

Trogdor1123

Gold Member
This reminds me of the doors in fallout 3. There was one that was “locked” but 1/2 of it was missing lol. You could literally see the other door handle but couldn’t open it.
 
When I finished 2018 at 100%, I felt as though I had accomplished something. When I finished Ragnarok at 100%, I felt as though I had navigated a gauntlet setup by a studio working on a checklist for content.
This reflects how I feel. GoW 2018 is so good and it feels like a completely organic adventure. Everything fits together so well. Ragnarok feels like it was designed on an excel spreadsheet where they said that every hour of gameplay needs to have

15m of combat
15m of walk-n-talk traversal
15m of puzzle
15m of RPG collecting/equipping

and then they repeated that same hour for like 50 hours. It feels very inorganic and planned out by a project manager. Corey's game felt like a real adventure from beginning to end.
 
BROTHER THERE ARE STAIRS THAT LEAD UP, IF YOU CLIMB THOSE STAIRS YOU MAY FIND YOURSELF IN A NEW FLOOR OF A HIGHER ELEVATION THAN THIS ONE, I SUGGEST WALKING TOWARDS THOSE STEPS AND TURNING IN THE UPWARDS DIRECTION

images
 
I had fun with GOW 1-3 but I always thought the series was pretty lame and Kratos truly is a terrible character. The fact that they had to alter him to reboot the franchise is not a good thing, though many people act like it is.

Let the franchise die, it's a waste of time, money, and resources.
 

ungalo

Member
It's funny because we never really minded this kind of details when it was fully linear and all over the top.

But now that they take themselves so seriously, want to be so grounded and want to make adventure games, you get annoyed by all those little details that break the illusion. And not just because of the environment like this example but all the dissonances in the narration or the progression.
 
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yurinka

Member
It happens a lot in many videogames, and I think it's specially awful with the invisible walls regarding the stones you can jump or not.

I'm completing Stellar Blade now, and saw it many times there: in some places there are super tall rocks you can climb by walking, and in other places instead you can't. If you can't, they should be way taller walls that you intuitively know won't be able to climb it.

Same goes with wooden boxes: some are destructible and other wooden boxes that look pretty similar can't be broken. Dude, make them look pretty different, like some material you intuitively know won't break, as could be metal boxes, cars, etc.

It's honestly not a good game
Yes, it isn't a good game: it's an amazing game instead.

Let the franchise die, it's a waste of time, money, and resources.
Sure, tell Nintendo to let Mario die, MS let CoD die, Epic let Fortnite die and Rockstar let GTA die too.

They and their dozens of millions of fans will tell you that it makes a lot of sense to kill some of their most successful and beloved franchises for no reason.
 
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Dirk Benedict

Gold Member
Leon in RE6 punches a 5 ton boulder.
Sabin suplexing a fucking Ghost Train Engine that transports souls to the Other World. We had characters who literally commanding nuclear explosions as magic, but you couldn't get into certain areas without stepping on switches.
Final Fantasy 6 was crazy AF, when those graphics were all you had, back then.
 

mitch1971

Member
Video games are supposed to be video games. I mean, I guess we should see Kratos take a leak and a shit in the woods once in awhile too? Rub one off into a tube sock?
No. But, breaking the game rules when a simple redesign of that section of the level would eliminate breaking the rules in the first place.
 
Sure, tell Nintendo to let Mario die, MS let CoD die, Epic let Fortnite die and Rockstar let GTA die too.

They and their dozens of millions of fans will tell you that it makes a lot of sense to kill some of their most successful and beloved franchises for no reason.
Not going to bother addressing the other IPs you mentioned.

SSM has been making the same game for nearly 20 years. If GOW reboot didn't exist, you'd be playing something else from SSM. Probably something more interesting than a stale IP focused on a character/gameplay that was so one-note that they had to completely alter it because the IP had been run into the ground.
 

Rush2112

Member
Ah yes the game with the african norse black ice giant. I’m sure it wont have anything dumb in there. Let me spend 70 dollars then come to GAf and complain about it being dumb. Guess who is dumb?
 
Not true. Ludo Narrative dissonance is a thing. A game like BotW doesn't have this inconsistency.


Unless Link was bit by a radioactive spider, he shouldn't climb up vertical walls with bare hands.

More inconsistencies: the merry atmosphere in every town when the world is about to end or something along those lines. You would expect gloomy people like in a Souls game. The same goes with some of the music, it didn't fit the overall tone of the game.

We let that slide because it's just a videogame and the suspension of disbelief isn't as strict as in a book or movie.


However, this becomes important in games heavily focused on narrative. I'm surprised none mentions the biggest sinner: TLOU 1.

TLOU is a fantastic game, but Joel's dilemma at the end of the game doesn't match the world presented to the player during the whole journey. In that postapocalyptic society it's impossible to find a cure, let alone to deliver it across the world. The fireflies don't have the means, or the willingness to do so. Moreover, a cure wouldn't solve shit, because it wouldn't prevent the zombies from attacking and killing people. Joel was right all along because the alternative was fucking useless, besides a horrible crime.

IMO it's surprising that people don't complain about such an obvious thing and rather go full drama about some minor stuff in TLOU 2, which also has a ton of narrative mistakes.
 
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proandrad

Member
I want the old Kratos back. I hope someone beats his son to death with a golf club in the next game. Kratos as a dad was cool for the first game, but he has become too soft.
 
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deriks

4-Time GIF/Meme God
Some game stuff like this is ok

You can blame for other stuff, like the kid who always talks what shit I have to do or the nordic diversity vegan feminist who also talks shit
 
Unless Link was bit by a radioactive spider, he shouldn't climb up vertical walls with bare hands.

More inconsistencies: the merry atmosphere in every town when the world is about to end or something along those lines. You would expect gloomy people like in a Souls game. The same goes with some of the music, it didn't fit the overall tone of the game.

We let that slide because it's just a videogame and the suspension of disbelief isn't as strict as in a book or movie.


However, this becomes important in games heavily focused on narrative. I'm surprised none mentions the biggest sinner: TLOU 1.

TLOU is a fantastic game, but Joel's dilemma at the end of the game doesn't match the world presented to the player during the whole journey. In that postapocalyptic society it's impossible to find a cure, let alone to deliver it across the world. The fireflies don't have the means, or the willingness to do so. Moreover, a cure wouldn't solve shit, because it wouldn't prevent the zombies from attacking and killing people. Joel was right all along because the alternative was fucking useless, besides a horrible crime.

IMO it's surprising that people don't complain about such an obvious thing and rather go full drama about some minor stuff in TLOU 2, which also has a ton of narrative mistakes.

Let me help you on this one... you fu* finally found a possible cure... and the first thing you think is to kill it ?! I mean, not even a f* blood sample to at least try something first ?!
 

proandrad

Member
I just expected so much more from a game named after Ragnarok. Like the end of God of War 3 felt more apocalyptic and more Ragnarok like.
 

Three

Member
A god of fucking war who have strength of thousands man, with an Axe in his hands can't get through a fucking WOODEN DOORS.

There is a lot more but this moment made me, fuck i need to spam this somewhere so im posting it here, enjoy guys.
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How is that new though? In old God of wars he'd push a giant god Cronos away then struggle with a chest.
 
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