Gamer Pet Peeve: When RPGs make you lose a fight that you actually won.

It really tosses my salad when you encounter a required boss fight in an RPG, and the cutscene right after the fight is your party losing/being tired and then losing. It’s particularly annoying because you have to win the fight in the first place. Like, I would understand if the boss just ends up doing a 9999 move halfway through the battle, and then they say “Ha, I’ve bested you” or whatever. It’s so much better than beating the boss after 3 or 4 tries and then they say “Actually, I beat you because I’m actually super strong and I brought my force field and you’ve actually been fighting my shadow double this whole time because I’m actually super fast.” Like the loser kid no one liked on the playground.
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Pet Peeve: When you work hard to collect an item. Then a villain just comes and snatches that item away from you. All that hard work :cry:
 
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Tales of games have some interesting special dialogue for when you beat an "impossible" boss you're not supposed to--and then the story continues on as normal--I love small details like that.
 
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Grinding for rare drops, or specific rare encounters, particularly in singleplayer games. Waste of time, and the gameplay is rarely entertaining since you're often doing the exact same things over and over and over again.
I suppose it's not so bad if you've actually got friends with you, but I don't, so I hate it. If at all possible, I'd rather cheat my way past the frustrating grind by hacking the items into my inventory or similar, so I can actually enjoy the game itself - the story, the characters, the combat.
 
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In the original Tales of Destiny (PS1), you can actually end early if you beat the first encounter with Leon. Mind you, you have no chance if it's your first time playing through the game and hasn't spent a while grinding out what levels you can or you've used some GameShark/action replay codes.

I absolutely detest "impossible" bosses/fights, it always comes off as lazy writing to me.
 
I don't know if I have encountered ones you can win. Most games contrive a reason to make it happen, possibly following it up with death of a mentor character or something.

As far as
Uiaad said:
I absolutely detest "impossible" bosses/fights, it always comes off as lazy writing to me.
Many times yes but not always, and "give 'em enough rope and show they don't know it all yet/are too cocky" as well as simple "I am the master, when I am done you will be able to beat me" type setups work well enough in stories and sometimes real life too -- break them down to teach them properly is sometimes necessary and effective.


Anyway if doing examples of ones I like.
Grandia. Not really a major story beat or anything compared to other things but the fight and return a few hours later against the older guy does well for me even if I went and replayed it today I would say it came out of left field.

Ones I dislike. The one(s) in Final Fantasy 9, especially as when you get to try some stuff out they are comparatively weak as anything (had to be done for gameplay balance and not even so much as a handwave "I was bad but now good I can't tap into that energy" but eh).


Not an RPG but mention it anyway. Resident Evil 5. You face a sequence where you are supposed to run. Come back with full guns and ammo and fight the horde and yeah. Amusingly enough I am not actually the greatest fan of mercenaries mode, or horde modes in general other than they can make for some good local co-op.

Quirky not quite an example. GBA RPG that the name escapes me right now. You think you are trapped in the no is what you want but the villain returns to the original question flow chart of 16 bit games but actually if you answer 99 times or whatever high amount it is you get to keep your characters you would have otherwise lost.
 

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