Video game pet peeves.

Yes! All of this! I love SWBII but Drs AI pathfinding and decision making can be painful. Polis Massa, which at times has it's own frustrations, may be one of the better maps for AI, and they're still fairly useless until the grenade game starts. And on space battles, if they don't crash they have set paths and have no self-preservation, meaning that remote missiles, almost useless as is, are unusable because you'll be killed before it gets there.
Without a doubt, their is a lot more I can say about Battlefront 2's AI, but I'll wait until I actually start playing it again. I do however remember that units like the Magnaguard tend to rely on recon droids a lot rather than their own weapons, which I think is redundant since they don't even use the self destruction sequence.

I personally feel like LAAT's main purpose is to land in the enemies capital ship and attack from the inside, it's a moving command post if that says anything. The AI seems totally clueless as to what to do with it and the only way it will ever land in their ship is if you do it yourself, which even then, they still aren't any help. I guess if you want things done right, you have to do it yourself.
Still a fun game though.
Amen! I have had it for 10 years now and I always find myself coming back to it almost every year since despite it's age and it still holds up well. If I had to make a list of the best games I have ever played in my entire life, it would easily be in the top 5 for me no doubt.

Sounds like the companions in Fallout 4, who don't understand how elevators work. Fortunately, the game has a feature where they will re-spawn alongside you if they get too far away from you. Although it can be a bit finicky when you enter or exit an area.
Ironically the original Battlefront has a similar problem. When you select a command post, their are several areas around it that you can spawn at. Sometimes when I want to be near a vehicle so I can take it before someone else does, it spawns me too far away. I just recently had an issue when someone was trying to take one of my command posts on Bespin Platforms and it spawned me outside of the building rather than inside, giving him a chance to take it and retaliate. Talk about inconvenient....
 
Fallout 4: Mods disable trophies/achievements.

I mean it's fair for some mods but ones that are something such as cosmetics or the one that lets you know what your about to say shouldn't disable them.
 
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Stupid mini-games

The Final Fantasy series is notorious for this. Sometimes, the mini-games are fun or useful, like the Chocobo Forest treasure-hunting game in Final Fantasy IX, because most of the items you found were useful, and with enough perseverance you could get rare and powerful gear. But other times, the games are complex, nearly impossible, and worst of all, inescapable. Final Fantasy X had blitzball, a kind of underwater soccer. But the controls were clumsy and there were no tutorials. You only had to play it once, and it only lasted for ten minutes, but it was the most frustrating and least-enjoyable ten minutes that I have had in a video game. The collectible card games in Final Fantasy VIII and Final Fantasy IX were also horrible; the outcome of games in Final Fantasy IX seemed to be completely random, and each region of the game world in Final Fantasy VIII had its own rules which you could spread to other regions, so you had to constantly re-learn the game.

Equally annoying are the mini-games that offer rare loot for continued play. Final Fantasy XV has totomastro, a game where you buy medallions and use them to bet on the outcome of battles between wild monsters, the outcome of which you can influence. You can then trade your winnings for various prizes, and the most expensive prize requires just over three and a half million medallions. However, you can only bet a maximum of 9,999 medallions on a fight (you can buy more before each round, but they're expensive). It took me two hours just to get the 420,000 I needed to pick up a few smaller items that I wanted. Similarly, the Nuka-World expansion for Fallout 4 has an arcade where you receive tickets for playing the games - shooting galleries and whack-a-mole and the like - and can redeem for prizes. The games get pretty stale pretty quickly, but that didn't stop Bethesda from including an achievement for winning one million tickets.

Fallout 4: Mods disable trophies/achievements.

I mean it's fair for some mods but ones that are something such as cosmetics or the one that lets you know what your about to say shouldn't disable them.
It's probably too difficult to program the game to allow some mods to disable achievements, but allow others to keep them enabled.
 
Final Fantasy X had blitzball, a kind of underwater soccer. But the controls were clumsy and there were no tutorials. You only had to play it once, and it only lasted for ten minutes, but it was the most frustrating and least-enjoyable ten minutes that I have had in a video game. The collectible card games in Final Fantasy VIII and Final Fantasy IX were also horrible; the outcome of games in Final Fantasy IX seemed to be completely random, and each region of the game world in Final Fantasy VIII had its own rules which you could spread to other regions, so you had to constantly re-learn the game.

I'm fine with Blitzball, although you certainly do need to know what you're doing. Not sure how you missed the tutorial though, it was pretty extensive. Then for the games that follow to get Wakka's reels just hire the best free agents and it's a piece of cake. Tedious, to get the Sigil, but easy. I played through it recently and in the 26 games you need to play I think I conceded 4 goals in total.

Dodging 200 lightning strikes though? Absolutely the worst mini-game in any FF game, perhaps any game I can think of. Thankfully you don't really need the prize.

As for the card games I liked the general premise of the one in VIII, it was simple enough but the rules absolutely become an issue later on if you don't manage it properly, you end up with the worst rules all over the land. It wouldn't be such an issue if the cards weren't so valuable to the main game, you really needed to play it.

Thankfully for FF9 they learnt their lesson and made the card game totally optional, which was handy, because I could never figure out how it works.
 
Exploring in non-exploration games. Takes the momentum out especially on action-packed games. Example, looking for those intel laptops on Call of Duty games.
 
I'm fine with Blitzball, although you certainly do need to know what you're doing. Not sure how you missed the tutorial though, it was pretty extensive. Then for the games that follow to get Wakka's reels just hire the best free agents and it's a piece of cake. Tedious, to get the Sigil, but easy. I played through it recently and in the 26 games you need to play I think I conceded 4 goals in total.

Dodging 200 lightning strikes though? Absolutely the worst mini-game in any FF game, perhaps any game I can think of. Thankfully you don't really need the prize.

As for the card games I liked the general premise of the one in VIII, it was simple enough but the rules absolutely become an issue later on if you don't manage it properly, you end up with the worst rules all over the land. It wouldn't be such an issue if the cards weren't so valuable to the main game, you really needed to play it.

Thankfully for FF9 they learnt their lesson and made the card game totally optional, which was handy, because I could never figure out how it works.
You had to dodge the lightning for lulus ultimate weapon, I did that a few times. It really sucked when I would get 100+ and mess up. I never did get wakkas though, I just didn't have the patience for blitzball. I think it was Kimarhis, where you had to run through the forest and collect the butterflies in a certain time, that one drove me nuts too.
 
You had to dodge the lightning for lulus ultimate weapon, I did that a few times. It really sucked when I would get 100+ and mess up. I never did get wakkas though, I just didn't have the patience for blitzball. I think it was Kimarhis, where you had to run through the forest and collect the butterflies in a certain time, that one drove me nuts too.

The butterflies were frustrating, but were at least consistent, so it became a memory game.

No hate for the stupid seagull/chocobo minigame? That one was the most frustrating to me, after the lightning of course. I once hit 190-something before screwing up. With the PS3 Remaster, I played it safe and went far longer than I thought I would need to, so had about 220-ish.

I've yet to get Wakka's Celestial, even though I really don't mind Blitzball. Getting the Jecht Shot on the boat is the key really; even with the default team, it becomes very easy to dominate games after a handful.
 
This is the simple 'method' for Blitz:

1. Play the mandatory game, make sure you get Jecht Shot beforehand.
2. Once you get to Miyu on Moonflow hire her for three games as GK.
3. With original team + Miyu enter and exit menu until Attack Reels is prize for tournament.
4. Play and win the attack reels
5. Do nothing else until in full control of airship
6. Reset the entire Blitzball data until status reels is a league prize.
7. Hire the following free agents for 13 games:

GK: Miyu (Moonflow exit)
DF: Ropp (Mi’hen Travel Agency)
DF: Zalitz (Luca, on road to theatre)
MF: Brother (Airship)
LF: Tidus
RF: Wakka (Airship)

8. Play and win status reels in league
9. Enter and exit until Auroch Reels is prize, enter and win
10. Reset data until Jupiter Sigil is league prize
11. Hire the same players again for 10 games.
12. Win Jupiter Sigil.

The only challenging thing really is scoring against the Al Bhed because their GK is so high in stats, but Sphere shot or Jecht shot should eventually manage it. The reset data trick makes sure you do the minimum matches (27) and the team you create will always be good enough at Lv1, just pass it around in the first few games to level up to unlock slots.

You also need to have completed a certain number of battles for the prizes to be offered but you should have done that by the time you're at the airship.

You had to dodge the lightning for lulus ultimate weapon, I did that a few times. It really sucked when I would get 100+ and mess up. I never did get wakkas though, I just didn't have the patience for blitzball. I think it was Kimarhis, where you had to run through the forest and collect the butterflies in a certain time, that one drove me nuts too.

Yeah but I meant it wasn't strictly needed, unless you liked using Lulu for battles and wanted to use her for monster arena/Dark Aeons. Or if you want the achievement in the HD remaster. It also breaks the damage limit for Shiva but again, not strictly necessary. Actually no I'm misremembering, you only need the crest for that, not the Sigil from the Lightning game.

No hate for the stupid seagull/chocobo minigame?

Yeah getting 0:0.0 on that can be a pain as a lot of it comes down to luck of where the balloons are placed, and if she takes hits in front of you, but I don't think it's ever taken me more than a dozen attempts.
 
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Pet peeve: Failure to account for less-than-honorable players.

Forza has this issue in spades. From sprints where the corners can be significantly bypassed (Town Tear Up in FH3, entire chicane can be bypassed) and corners that should flag your lap can be cut by a considerable amount (a few cases I've seen during a Twitter beef during the last Forza pro event).

It's not just that - some shooters have quirks that get exploited to hell and back by the people mentioned above. Good example: The Ohm LMG/Shotgun weapon had a bug where equipping a hybrid sight and toggling it in ADS with Shotgun mode would make all of the pellets hit in the same spot. People abused that quite a bit until it was patched.
 
As for the card games I liked the general premise of the one in VIII, it was simple enough but the rules absolutely become an issue later on if you don't manage it properly, you end up with the worst rules all over the land. It wouldn't be such an issue if the cards weren't so valuable to the main game, you really needed to play it.
I remember messing around with it, but deciding that it wasn't worth the time, especially once the rules got out of hand early on. I never went back to it, but finished the game without an issue.

Thankfully for FF9 they learnt their lesson and made the card game totally optional, which was handy, because I could never figure out how it works.
I recall there being one part of the game where you had to play it to progress, and while the rules were confusing, you could win it easily by just choosing your most powerful cards.
 
Final boss battles that aren't particularly challenging

I just finished Final Fantasy XV and got to the final dungeon expecting to serious fight with the main villain. Except that it wasn't. It was a long fight, but it wasn't a particularly difficult one, and halfway through it became little more than a cinematic event that felt like it was impossible to lose. I'm sure there are tough optional post-game dungeons to explore, but it's a far cry from the days of Final Fantasy VIII and Final Fantasy IX, where the final boss fights were epic, multi-stage encounters that could easily kill you if you weren't careful.

Bad writing

Final Fantasy is equally guilty of this. Well do I remember Final Fantasy VIII where large parts of the story simply weren't explained. Who was Ultemicia? Why did she want to achieve Time Compression? In the end, I was forced to resort to fan theories to explain it - that Ultemicia was actually Rinoa, driven mad by being forced to watch Squall die over and over again. Likewise Final Fantasy IX, where you defeated Kuja only for a completely random enemy to show up without any explanation or previous reference in the game and act as the final boss. Final Fantasy XII was actually pretty good in this regard, but true to form, Final Fantasy XV does it; important events are glossed over or vaguely referenced in the second half of the story.
 
No option to change units of measurement

For some reason, a lot of titles only bother to include one unit of measurement - and it's usually imperial rather than metric. It's particular annoying in open-world games, as I have no concept of the distances being travelled and working it out mentally takes me a long time and distracts from the game.
 
No option to change units of measurement

For some reason, a lot of titles only bother to include one unit of measurement - and it's usually imperial rather than metric. It's particular annoying in open-world games, as I have no concept of the distances being travelled and working it out mentally takes me a long time and distracts from the game.
Be glad they don't measure in lenths of time.

"Alright, from here you'll head down this road 'bout 5 minutes, turn left and go for an hour, turn off that road and hit the fourth right. At this point you should see a man with no shirt and half a cow, pull a 180, floor it and keep going for three hours, that should get you there...give or take ten minutes."
 
This brings to mind NHL 06 and some of the teams' Dynasty Mode target being to obtain the first overall draft pick.

As in, finishing dead last in the league, which inevitably means purposefully losing some games. Now I have no problem holding myself back to make the game feel more realistic, but sacrificing an entire season from the get-go just to be on top of the draft order doesn't seem right for any team.
I can't really speak of NHL games (haven't played one since...'08?), but typically in sports games (like NBA 2K as my reference), any team that is shooting for the draft usually has a pretty bad team to begin with. Per 2K15 last year, if you started off with the 76ers or Lakers, the owner wanted a draft pick which was easy enough because the teams were poorly construed; Philly was loaded with rookie big men that needed a couple years to develop & shooters you could try to bargain off after a couple seasons to complete the rebuild. So, your only real competition were other teams that had no shot at the Playoffs and there were only 2-3 other teams you had to make sure didn't lose more than you did. After all this, it's actually pretty spot on to the real league where teams tank to get the overall draft pick.

Of course, after about 5 seasons, you'll find certain teams have completed a rebuild whilst others start investing into the draft. This is where you may start to get the odd request by the owner for that particular season to shoot for the draft when your team has good shot at making the Playoffs in the 7th-8th seeds if you have a decent team & make some timely trades to boost your team (which can be very easy to manipulate the trade system if you know how the statistics work in the game to determine if the AI likes/dislikes your proposal).

Again, can't speak for the NHL games, but it would be very odd if a team like the Kings or my Stars told you tank right off the bat after coming off a strong season.
 
Started playing through the Witcher series and ran into a peeve I forgot all about. Long awkward pauses in dialogue! When going through the cut scenes there are some really terrible, unnecessary awkward pauses that really mess with the story telling. Definitely not an issue with this series only. And aside from, idk, more "camera" time for the back of a characters head, I can't really see a good reason.
 
Play guides

I can understand it when you're playing through your favourite game, and you get stuck. You entertain the game for a while, figuring that it's a puzzle that you need to solve. But after a while, it starts to get frustrating, and so you get online for a bit of help.

That's fine. The play guides I'm talking about are the ones that you buy at the game store, which give detailed information on every facet of the game - maps, treasure locations, enemy strengths and weaknesses and so on and so forth. They often cost (almost) as much as the game itself, and they take all the fun out of it because you're not playing the game yourself - you're following someone else's instructions.
 
Play guides

I can understand it when you're playing through your favourite game, and you get stuck. You entertain the game for a while, figuring that it's a puzzle that you need to solve. But after a while, it starts to get frustrating, and so you get online for a bit of help.

That's fine. The play guides I'm talking about are the ones that you buy at the game store, which give detailed information on every facet of the game - maps, treasure locations, enemy strengths and weaknesses and so on and so forth. They often cost (almost) as much as the game itself, and they take all the fun out of it because you're not playing the game yourself - you're following someone else's instructions.
I got play guides for some of the RPGs I liked to play when I was younger. Final Fantasy, Wild Arms, etc. I would play through the game once then play through again using the guide to make sure I achieved the proper things in the proper order to get everything. Or fighting games. Those guides where definitely useful.
 
Here are some pet peeves I have with the original Star Wars Battlefront.

The overpowered anti aircraft turrets on Bespin Platforms
I definitely understand the purpose of them, but I have hated them since the beginning. I stand by what I said about the AI earlier, but if I try to use them myself, well I can't really hit anything, but if the AI does, they are noticeably really good at hitting you. (Which is saying something for the original Battlefront) If you like the LAAT Gunship or the Tie Bomber, well that's too bad because they move too slow to evade the turrets (Gunships especially) and you may as well not bother using them since they get gunned down too easily. It's almost pointless to even have them on the map because of this. Heck, even if you are using a fast ship traveling at fast speeds, sometimes they will still get you.

What annoys me even more is sometimes when you manage to get past your enemies and try to capture command posts, them stupid overpowered turrets will start targeting infantry at random times and will repeatedly kill you. Sure you could destroy them, but they will eventually get rebuilt again only to cause more trouble.

Again, I understand what their purpose is and why they are there, but I really think Bespin Platforms would be a better place without them. If I get the game on PC and it's mod tools, that will be the first thing to go! Well that's out of my system now....

When someone takes a vehicle you are trying to get to
Yea this has also annoyed me since the beginning. You try to get to a vehicle before someone else does and you get so close to it, then they are gone. I think any Battlefront player has had this problem at least once when playing it. While it's not too bad with land vehicles since you can use squad commands to stop them when they are in it or before they even make it in. It's worse when you are trying to get to a fighter because once they get in, they won't take any squad commands and will just fly away to do nothing beneficent for your team. It's always annoyed me and it doesn't get any better in Battlefront 2.
 
Sorry if this has been mentioned already, but I think 3rd person games (particularly hack-and-slash) should have an FOV slider/adjustment setting...
I am playing Darksiders 2 at the moment after finishing the first game, but I found that there's no FOV slider. Strange, seeing that Darksiders 1 has a FOV slider. Granted this game received a remaster patch recently that probably added in the slider.

The camera is too close to the player... can barely see other enemies unless I spam the lock-on button, and I really dislike lock-on in hack-and-slash. I did notice that the camera backs up a tad bit when you start wailing combos, but it isn't much. Plus I can't see the environment to the fullest extent. I have to go into some pretty messy memory hacking via Cheat Engine to modify the FOV. A bit annoying.

I played the Nier: Automata demo and it was nice that there were several camera adjustments, including one that acted a bit like an FOV slider (the game did note however that changing it could cause clipping or frame drops).

Interestingly I didn't have this issue with Dark Souls 1 / 3 or Bloodborne... but they're aren't really hack-and-slash.
 
When someone takes a vehicle you are trying to get to
Yea this has also annoyed me since the beginning. You try to get to a vehicle before someone else does and you get so close to it, then they are gone. I think any Battlefront player has had this problem at least once when playing it. While it's not too bad with land vehicles since you can use squad commands to stop them when they are in it or before they even make it in. It's worse when you are trying to get to a fighter because once they get in, they won't take any squad commands and will just fly away to do nothing beneficent for your team. It's always annoyed me and it doesn't get any better in Battlefront 2.
Many times this.

"OK, I got spawned the furthest possible distance from the hangar, and all the ships are gone except for and ARC and... oh, a V-wing spawned in, I'll just run over there and...Greg, stop eyeing my fighter...Back off, Greg!...🤬 get outta my *whooshes away just as I get close enough to jump in* AAAAAAAYOU:censored:! YOUBESTHOPETHEYKILLYOUBEFOREICANYOUSONOFA:censored:!!!!"

...Sorry, where was I?
 
Triple Triad was brilliant. Don't even front.
It wasn't bad to begin with when you played by Balamb rules. But once you started spreading various rules around, it became a massive mess (and difficult to figure out the mechanics by which it spread). I seem to recall that Trabia and Centra rules were the most confusing.

Although I won't defend FF8's writing.
It's been an on-again, off-again problem with the series. VIII was a mess, but IX and X were coherent (infamous fake laughter scene in X notwithstanding). XII stumbled towards the end - it wasn't as clear as it could be - and XV rushed in the second half.

And nothing in that game was hard with Junction.
It was confusing for a young gamer like me. In the end, I just used the attack and GF commands.
 
I can't really speak of NHL games (haven't played one since...'08?), but typically in sports games (like NBA 2K as my reference), any team that is shooting for the draft usually has a pretty bad team to begin with. Per 2K15 last year, if you started off with the 76ers or Lakers, the owner wanted a draft pick which was easy enough because the teams were poorly construed; Philly was loaded with rookie big men that needed a couple years to develop & shooters you could try to bargain off after a couple seasons to complete the rebuild. So, your only real competition were other teams that had no shot at the Playoffs and there were only 2-3 other teams you had to make sure didn't lose more than you did. After all this, it's actually pretty spot on to the real league where teams tank to get the overall draft pick.

Of course, after about 5 seasons, you'll find certain teams have completed a rebuild whilst others start investing into the draft. This is where you may start to get the odd request by the owner for that particular season to shoot for the draft when your team has good shot at making the Playoffs in the 7th-8th seeds if you have a decent team & make some timely trades to boost your team (which can be very easy to manipulate the trade system if you know how the statistics work in the game to determine if the AI likes/dislikes your proposal).

Again, can't speak for the NHL games, but it would be very odd if a team like the Kings or my Stars told you tank right off the bat after coming off a strong season.
I can understand that being a goal for some teams in real life, but in a game, it's not like it's any more difficult than usual to win games as a backmarker team.
 
I can understand that being a goal for some teams in real life, but in a game, it's not like it's any more difficult than usual to win games as a backmarker team.
Yeah, on reflection it is a bit silly. Because if you're playing the entire season out yourself, and you win every game, you don't need to change a thing. Unless they're vaguely encouraging you towards the best way possible to get a strong team, but who wants to wait a whole season or more for that? Why not just win 'right now'?
 
I can understand that being a goal for some teams in real life, but in a game, it's not like it's any more difficult than usual to win games as a backmarker team.
If the game is realistic and accurately reflects each player, it can easily be more difficult to win with a back marker team, esp if you're up against the best teams in the league.

Again, referencing 2k, it's very difficult to try and beat Cleveland/Golden State if you're a lower team like the Mavs, Bucks, Nets, any team with under .400 win percentage.
 
What I would consider a pet peeve (at least in terms of game videos) is the feeling of perfection or playing games at elite levels, or feeling you have to play at the hardest setting. You all may know what I am talking about- completing a race without crashing, making proper shifts in races, finding every secret in games, not dying, etc. Let me share with you an actual fact- I sometimes dislike one credit clear videos, no death/damage, and (especially) most speedrun videos. Longplays and walkthroughs are different stories. I dislike them not just because these are perfect runs, but only because I often times get the impression these games are incredibly easy. I often times don't try to find perfect videos of games. Trying to do speedruns usually is disliked by me because I am not learning about games by just seeing someone try to breeze through levels as quickly as possible. But as you know, it takes a certain amount of things to impress most people. Most of which are not easily as respectable by the general public at large.

On the front of no death or one credit clears (or 1CC's), some games have you in certain situations where having a no death or no damage run is impossible. For example, if you've played MegaMan 2, one of the bosses in one of Dr. Wily's stages basically requires you to take death because a certain weapon is needed to clear some of the obstacles and to attack the boss. Not taking damage is an exceptional accomplishment. I once went from Stage 1-1 to Stage 5-2 of Super Mario Bros. without using a warp and without dying.

Playing games at certain levels should be something that matches the confidence and skill level you have. Take scrolling shooters, for example. Not many can go through a level without using a bomb (for those games that allow them). Not many can survive moments of "bullet hell." Some people probably can't even go through some racing games without turbo boosts or whatever. It doesn't make you any bad of a player just because you aren't at the same level of more adept players. I still remember a few fights I had in "Street Fighter IV." I was so exposed that I basically ran away from trying to compete on others' levels because I would get trashed. Yes- I would be the first one to get killed in a traditional first-person shooter. And I have! Take an early 30s person like myself losing in a Call of Duty game to a 12-something. Even once, I saw a video of the classic arcade game NARC, and the person who played the game COMPLETELY used cheats because I don't think the player would have completed the game using credit after credit trying to beat the game. Don't feel like you have to play at levels you are not accustomed to. So if you prefer racing with Automatic transmission and having no damage on, don't feel like you have to play in Manual transmission with full damage. Or don't feel like you have to play in some hardcore mode with permanent death. Play to where you are most comfortable and step up in weight class (so to speak) when you're ready. Playing at tougher levels early just leads to frustration and a lack of enjoyment. Henceforth, the moral of this story is... play games naturally.

I've never been "hardcore" about anything. So the notion of being perfect or feeling like having to play at a certain level to be accepted really bugs me. Just play a game naturally. The only exceptions to the rule are if you are doing perfection videos or fail videos. Otherwise, just play games naturally and screw anyone that doesn't offer even constructive criticism.
 
Many times this.

"OK, I got spawned the furthest possible distance from the hangar, and all the ships are gone except for and ARC and... oh, a V-wing spawned in, I'll just run over there and...Greg, stop eyeing my fighter...Back off, Greg!...🤬 get outta my *whooshes away just as I get close enough to jump in* AAAAAAAYOU:censored:! YOUBESTHOPETHEYKILLYOUBEFOREICANYOUSONOFA:censored:!!!!"

...Sorry, where was I?
Haha, I imagine you are referring to Battlefront II. Which brings me to this....

Having 4 squad commands limited to a single button instead of one for each
Okay, so in the original Star Wars Battlefront, you have 4 squad commands you can use with your teammates. In this game, you have 4 buttons, one for each command, that allows you to use whichever you want, which to me is the way it should be.

Well, what I am getting at is in Battlefront 2, they changed it up and only one button gives squad commands. The game I believe tries to guess what command you are wanting to use and often times, it doesn't get it right. Which makes my previous pet peeve even worse in this game because when I want them to "hold up", sometimes it will tell them to "follow me" instead, which isn't what I wanted. I imagine having hero's in the game had something to do with the change, but they could have worked around it....

I like Battlefront II better than the first, but the first still manages to do somethings better than the second and squad commands is just one of them. Ya'll had it right the first time Pandemic, why did you change it?!
 
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VIII was a mess, but IX and X were coherent (infamous fake laughter scene in X notwithstanding).

I'd argue that the fake laugh scene is exactly as uncomfortable and cheesy as it's supposed to be. It's probably a reasonable example of good plot, even if it could possibly have been written a little better. That scene adds something to the relationship between Tidus and Yuna that is important for later scenes to not feel like they come out of nowhere.
 
I'd argue that the fake laugh scene is exactly as uncomfortable and cheesy as it's supposed to be. It's probably a reasonable example of good plot, even if it could possibly have been written a little better. That scene adds something to the relationship between Tidus and Yuna that is important for later scenes to not feel like they come out of nowhere.
True, but I think the problem is that it's poorly-acted. Especially in comparison to the rest of the game. It's as if Square-Enix just took the actors' auditions and shoehorned them in.
 
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