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* ''VideoGame/HollowKnight'' makes the odd decision of not showing you where you are on the map by default. Instead, for something as basic as a "You Are Here" icon, you need to buy and equip a specific Charm.
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Natter


*** While the game wisely stows away with the idea of a third-act scavenger hunt, it introduces the Concentration-based health system. In every other Metroid game, enemies drop health (and missile) boosts when you kill them, keeping you topped up on-the-go. Other M does away with this completely; the ONLY ways to restore your health at all are through save stations (which function here as recharge rooms as well, similar to those in the Chozo Ruins and Mothership in Zero Mission), and through a new technique called Concentration. At any time, you can point your Wii remote upwards and hold A to replenish your missiles fully, but with health it's trickier: you can only restore health when you're so low that a few more hits will kill you, and to do it you need to perform the technique while standing still and unable to defend yourself for a few seconds. Now, where are you most likely to run your health low enough to be allowed to use this technique? In heated battles where the enemy won't exactly sit around while you're trying to heal. And even then, it only gives back 99 units of health at first - you can find upgrades that increase how much you can get back, but you need to go out of your way for them. It turns the entire game into a NintendoHard endurance test. Though, one supposes players should have expected something like this from the same development team that brought us such fair and reasonable entities as [[VideoGame/DeadOrAlive ALPHA-152]].

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*** While the game wisely stows away with the idea of a third-act scavenger hunt, it introduces the Concentration-based health system. In every other Metroid game, enemies drop health (and missile) boosts when you kill them, keeping you topped up on-the-go. Other M does away with this completely; the ONLY ways to restore your health at all are through save stations (which function here as recharge rooms as well, similar to those in the Chozo Ruins and Mothership in Zero Mission), and through a new technique called Concentration. At any time, you can point your Wii remote upwards and hold A to replenish your missiles fully, but with health it's trickier: you can only restore health when you're so low that a few more hits will kill you, and to do it you need to perform the technique while standing still and unable to defend yourself for a few seconds. Now, where are you most likely to run your health low enough to be allowed to use this technique? In heated battles where the enemy won't exactly sit around while you're trying to heal. And even then, it only gives back 99 units of health at first - you can find upgrades that increase how much you can get back, but you need to go out of your way for them. It turns the entire game into a NintendoHard endurance test. Though, one supposes players should have expected something like this from the same development team that brought us such fair and reasonable entities as [[VideoGame/DeadOrAlive ALPHA-152]].



** Both ''VideoGame/Metroid2SamusReturns'' and ''VideoGame/MetroidDread'', despite being 2D platformers that don't use analog for movement, force the player to use the analog stick for Samus' movements and don't allow mapping to the D-Pad. This makes Samus' movements feel loose, delayed, and wiggly, and make it difficult to perform the quick and snappy movements the 2D ''Metroid'' games are known for. At the same time, there are moments where the game requires the analog stick for making precise, aimed shots, preventing the player from easily using a third-party controller with remappable buttons or one that lacks an analog stick outright. The simple idea of having both the analog stick ''and'' D-Pad mapped to movements, allowing the player to situationally use whichever one is best by simply shifting their thumb, is inexplicably not an option.

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** Both ''VideoGame/Metroid2SamusReturns'' ''VideoGame/MetroidSamusReturns'' and ''VideoGame/MetroidDread'', despite being 2D platformers that don't use analog for movement, force the player to use the analog stick for Samus' movements and don't allow mapping to the D-Pad. This makes Samus' movements feel loose, delayed, and wiggly, and make it difficult to perform the quick and snappy movements the 2D ''Metroid'' games are known for. At the same time, there are moments where the game requires the analog stick for making precise, aimed shots, preventing the player from easily using a third-party controller with remappable buttons or one that lacks an analog stick outright. The simple idea of having both the analog stick ''and'' D-Pad mapped to movements, allowing the player to situationally use whichever one is best by simply shifting their thumb, is inexplicably not an option.
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** Both ''VideoGame/Metroid2SamusReturns'' and ''VideoGame/MetroidDread'', despite being 2D platformers that don't use analog for movement, force the player to use the analog stick for Samus' movements and don't allow mapping to the D-Pad. This makes Samus' movements feel loose, delayed, and wiggly, and make it difficult to perform the quick and snappy movements the 2D ''Metroid'' games are known for. At the same time, there are moments where the game requires the analog stick for making precise, aimed shots, preventing the player from easily using a third-party controller with remappable buttons or one that lacks an analog stick outright. The simple idea of having both the analog stick ''and'' D-Pad mapped to movements, allowing the player to situationally use whichever one is best by simply shifting their thumb, is inexplicably not an option.

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* ''VideoGame/{{Blasphemous}}'' uses a checkpoint system similar to ''VideoGame/DarkSouls,'' where death causes the player to drop "Guilt," reducing their ability use Prayers (spells) and respawning all enemies. The player must guide the Penitent One back to the site of their death to reclaim the Guilt, or else pay a Confessor statue for absolution. That isn't the ScrappyMechanic. Several platforming sections include impaling spikes that cause instant death upon touching them, requiring the player to hike back from the last checkpoint and hopeful stick the landing this time.

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* ''VideoGame/{{Blasphemous}}'' ''VideoGame/{{Blasphemous}}''
** The game
uses a checkpoint system similar to ''VideoGame/DarkSouls,'' where death causes the player to drop "Guilt," reducing their ability use Prayers (spells) and respawning all enemies. The player must guide the Penitent One back to the site of their death to reclaim the Guilt, or else pay a Confessor statue for absolution. That isn't the ScrappyMechanic. Several ScrappyMechanic; reclaiming the Guilt will actually restore your health and spirit gauges, and it's possible to unlock a free, unlimited-use Confessor by donating to the Albero church. The problem is that numerous platforming sections include impaling spikes that cause instant death upon touching them, requiring the player to hike back from the last checkpoint and hopeful stick the landing this time.time. The sequel made it so that landing on spikes simply takes away some health and kicks you back to the last platform, but they'll still kill you if your health's low enough.
** You can only equip three Relics at a time. While there are occasions where removing a Relic is a good thing (sometimes, for example, the platforms created by Three Gnarled Tongues get in the way of jumps you need to make), there's really no good reason to make you have to constantly swap your Relics around instead of just making their effects toggleable, especially since some Relics (like Linen of Golden Thread, which keeps BottomlessPits from killing you) are things you'll want on ''all the time''.
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** Sly's "ledge jump". To elaborate, if you land on the very edge of a platform and jump, Sly will kick outward ''away'' from the platform. True you gain more air than a normal jump, but that's a moot point since it's much easier to use his paraglider for that. Most often you tend to activate it by mistake when you jump to a far ledge, making Sly jump blindly towards the camera and most likely into the BottomlessPit you just jumped over.

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** Sly's "ledge jump". To elaborate, if you land on the very edge of a platform and jump, Sly will kick outward ''away'' from the platform. True you gain more air than a normal jump, but that's a moot point since it's much easier to use his paraglider for that. Most often you tend to activate it by mistake when you jump to a far ledge, making Sly jump blindly towards the camera and most likely into the BottomlessPit {{Bottomless Pit|s}} you just jumped over.
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** And really, the quad bike in ''[=TR3=]'' isn't much better. It should be cool and fun (and ''is'', on the track at Lara's mansion) to race around on it, but the game level where you use it the most, "The River Ganges," has a lot of tight corners, narrow ledges, and tricky jumps that will see you plummeting to your death several times and keep it from being enjoyable.
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SPAG.


** The parcour was very poorly implemented - the game simply doesn't support the necessary motion fluidity and freedom, and all the stunts were strictly prompt-based which made for as much excitement as walking through a series of sluice doors.

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** The parcour parkour was very poorly implemented - the game simply doesn't support the necessary motion fluidity and freedom, and all the stunts were strictly prompt-based which made for as much excitement as walking through a series of sluice doors.
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** Pierre in ''VideoGame/TombRaider''. To wit, he'll ambush you at times to shoot at you forcing you to either run away or shoot back, and while you [[PlotArmor can't kill him yet]] once you inflict enough damage he'll [[CheeseEatingSurrenderMonkeys run away as a French stereotype is wont to do]] and duck around a corner to vanish BehindTheBlack. It becomes an issue since if you're too close to him he won't vanish, and while he's trying to run shooting at him can actually aggro him to come back to fire some more, and shooting him is the only way to interrupt his scarily accurate and powerful gunfire. Since he likes to ambush you in tight areas (''especially'' in The Cistern), it's actually easy to get into a scenario where you're in effect just stuck in a room with an invincible BossInMookClothing who is capable of emptying a full health bar in about 10 seconds, and everything you do or don't do results in him standing there like an asshole shooting you. It's very telling that Core realized this was an issue in development as [[NintendoHard almost]] every Pierre encounter has a save crystal right before it, since most of them boil down to "keep dying until you figure out a CheeseStrategy to get rid of this guy while taking as little damage as possible".

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** Pierre in ''VideoGame/TombRaider''.''VideoGame/TombRaiderI''. To wit, he'll ambush you at times to shoot at you forcing you to either run away or shoot back, and while you [[PlotArmor can't kill him yet]] once you inflict enough damage he'll [[CheeseEatingSurrenderMonkeys run away as a French stereotype is wont to do]] and duck around a corner to vanish BehindTheBlack. It becomes an issue since if you're too close to him he won't vanish, and while he's trying to run shooting at him can actually aggro him to come back to fire some more, and shooting him is the only way to interrupt his scarily accurate and powerful gunfire. Since he likes to ambush you in tight areas (''especially'' in The Cistern), it's actually easy to get into a scenario where you're in effect just stuck in a room with an invincible BossInMookClothing who is capable of emptying a full health bar in about 10 seconds, and everything you do or don't do results in him standing there like an asshole shooting you. It's very telling that Core realized this was an issue in development as [[NintendoHard almost]] every Pierre encounter has a save crystal right before it, since most of them boil down to "keep dying until you figure out a CheeseStrategy to get rid of this guy while taking as little damage as possible".
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* The fat powerup in ''VideoGame/NoTimeToExplain''. It slows you to about a snail's pace unless you're rolling uncontrollably down slopes, and the physics of it are far too dodgy and imprecise for anyone's liking. Expect to miss a ''lot'' of jumps and then have to crawl, ever so slowly, back up the slope for another attempt, and just wait until you have to fight [[ThatOneBoss a boss]] using this ability!

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Disambiguated


*** You can't use use items. You instead have to equip them to one of your hands. This means either having a curative item equipped in anticipation of needing it (and foregoing your secondary weapon or shield), or needing to swap between items and equips on the fly. Of course this also means you need to keep track of how many of that item you have: if you run out Alucard just silently reverts to his empty fist, making it easy to just throw a blind punch because you thought you had one potion left -- and then be killed by the attack you were attempting to use it to survive. The only way to use items without equipping them is to rely on the Fairy Familiar... who only uses them automatically.

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*** You can't use use items. You instead have to equip them to one of your hands. This means either having a curative item equipped in anticipation of needing it (and foregoing your secondary weapon or shield), or needing to swap between items and equips on the fly. Of course this also means you need to keep track of how many of that item you have: if you run out Alucard just silently reverts to his empty fist, making it easy to just throw a blind punch because you thought you had one potion left -- and then be killed by the attack you were attempting to use it to survive. The only way to use items without equipping them is to rely on the Fairy Familiar... who only uses them automatically.



*** All of this is made worse by there being no method to sell items. A patient player can burn through their useless food items, but there are dozens upon dozens of weapons in the game with many of them being [[PowerUpLetdown already outclassed when you find them]] at best or outright {{Poison Mushroom}}s at worst which will only serve the "purpose" of clogging up the player's inventory and forcing them to slog through to find the two or three useful weapons they currently have, and can't even be used as VendorTrash to save up to fill the Tactics menu or buy that [[GameBreaker absurdly expensive Duplicator]].

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*** All of this is made worse by there being no method to sell items. A patient player can burn through their useless food items, but there are dozens upon dozens of weapons in the game with many of them being [[PowerUpLetdown already outclassed when you find them]] at best or outright {{Poison Mushroom}}s at worst which will only serve the "purpose" of clogging up the player's inventory and forcing them to slog through to find the two or three useful weapons they currently have, and can't even be used as VendorTrash sold to save up to fill the Tactics menu or buy that [[GameBreaker absurdly expensive Duplicator]].



** In a lesser example, all parts have a star rating (from 0 to 10) which determines their overall stats and are {{Random Drop}}s. This results in lots of grinding and ''lots'' of VendorTrash, as well as inflicting ComplacentGamingSyndrome since everyone tends to pick parts from only the most powerful machines (like those of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom]] and [[Anime/MobileSuitGundam00 00 Gundam/Raiser]]). The sequel removes stars in favor of an ItemCrafting system that lets players create and level parts as they choose, meaning that pretty much everything in the game can be viable if given enough work.

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** In a lesser example, all parts have a star rating (from 0 to 10) which determines their overall stats and are {{Random Drop}}s. This results in lots of grinding and ''lots'' of VendorTrash, ShopFodder, as well as inflicting ComplacentGamingSyndrome since everyone tends to pick parts from only the most powerful machines (like those of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom]] and [[Anime/MobileSuitGundam00 00 Gundam/Raiser]]). The sequel removes stars in favor of an ItemCrafting system that lets players create and level parts as they choose, meaning that pretty much everything in the game can be viable if given enough work.
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* ''LEGO Batman:''

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* ''LEGO Batman:''''VideoGame/LEGOBatman'':
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* A variant happened in ''Videogame/BatmanArkhamAsylum'', where complained that Detective Mode is just so damn handy, you'll never ''not'' want to use it, since it'll track any henchmen in the area, even in the next room, and light up secret areas - the downside is that you have to play the entire game in a blueish hue, seeing every character as a translucent skeleton. The loudest complaints came from Rocksteady's own art directors, who were upset that players weren't seeing the game as they intended it to be seen, so they {{Nerf}}ed the mechanic for [[Videogame/BatmanArkhamCity the sequel]], giving the player reduced visibility when it's turned on and making certain interface aspects unable to be seen in detective mode.
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Forgot the brackets


* ''VideoGame/{{Blasphemous}}'' uses a checkpoint system similar to ''VideoGame/Dark Souls,'' where death causes the player to drop "Guilt," reducing their ability use Prayers (spells) and respawning all enemies. The player must guide the Penitent One back to the site of their death to reclaim the Guilt, or else pay a Confessor statue for absolution. That isn't the ScrappyMechanic. Several platforming sections include impaling spikes that cause instant death upon touching them, requiring the player to hike back from the last checkpoint and hopeful stick the landing this time.

to:

* ''VideoGame/{{Blasphemous}}'' uses a checkpoint system similar to ''VideoGame/Dark Souls,'' ''VideoGame/DarkSouls,'' where death causes the player to drop "Guilt," reducing their ability use Prayers (spells) and respawning all enemies. enemies. The player must guide the Penitent One back to the site of their death to reclaim the Guilt, or else pay a Confessor statue for absolution. absolution. That isn't the ScrappyMechanic. ScrappyMechanic. Several platforming sections include impaling spikes that cause instant death upon touching them, requiring the player to hike back from the last checkpoint and hopeful stick the landing this time.
Is there an issue? Send a MessageReason:
Forgot the brackets


* ''VideoGame/Blasphemous'' uses a checkpoint system similar to ''VideoGame/Dark Souls,'' where death causes the player to drop "Guilt," reducing their ability use Prayers (spells) and respawning all enemies. The player must guide the Penitent One back to the site of their death to reclaim the Guilt, or else pay a Confessor statue for absolution. That isn't the ScrappyMechanic. Several platforming sections include impaling spikes that cause instant death upon touching them, requiring the player to hike back from the last checkpoint and hopeful stick the landing this time.

to:

* ''VideoGame/Blasphemous'' ''VideoGame/{{Blasphemous}}'' uses a checkpoint system similar to ''VideoGame/Dark Souls,'' where death causes the player to drop "Guilt," reducing their ability use Prayers (spells) and respawning all enemies. enemies. The player must guide the Penitent One back to the site of their death to reclaim the Guilt, or else pay a Confessor statue for absolution. absolution. That isn't the ScrappyMechanic. ScrappyMechanic. Several platforming sections include impaling spikes that cause instant death upon touching them, requiring the player to hike back from the last checkpoint and hopeful stick the landing this time.
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None

Added DiffLines:

* ''VideoGame/Blasphemous'' uses a checkpoint system similar to ''VideoGame/Dark Souls,'' where death causes the player to drop "Guilt," reducing their ability use Prayers (spells) and respawning all enemies. The player must guide the Penitent One back to the site of their death to reclaim the Guilt, or else pay a Confessor statue for absolution. That isn't the ScrappyMechanic. Several platforming sections include impaling spikes that cause instant death upon touching them, requiring the player to hike back from the last checkpoint and hopeful stick the landing this time.
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That's not a gameplay mechanic, so it cannot qualify for Scrappy Mechanic. The entry had Word Cruft anyway


** Speaking of ''VideoGame/MetroidFusion'', is the BGM [[https://www.youtube.com/watch?v=nnC6g7kxfK8 The Final Command]] that plays during the final mission. It's not that it isn't a good song, but that it is now the ''only'' song the game will play until you get to the final boss. It gets pretty old pretty quick. In other words, if you planned on exploring the station to look for any leftover power-ups to try and get that delicious OneHundredPercentCompletion, well, hopefully you didn't enjoy all the other good music that the game had to offer and will no longer play for you.
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** Pierre in ''VideoGame/TombRaider''. To wit, he'll ambush you at times to shoot at you forcing you to either run away or shoot back, and while you [[PlotArmor can't kill him yet]] once you inflict enough damage he'll [[CheeseEatingSurrenderMonkeys run away as a French stereotype is wont to do]] and duck around a corner to vanish BehindTheBlack. It becomes an issue since if you're too close to him he won't vanish, and while he's trying to run shooting at him can actually aggro him to come back to fire some more, and shooting him is the only way to interrupt his scarily accurate and powerful gunfire. Since he likes to ambush you in tight areas (''especially'' in The Cistern), it's actually easy to get into a scenario where you're in effect just stuck in a room with an invincible BossInMookClothing who is capable of emptying a full health bar in about 10 seconds, and everything you do or don't do results in him standing there like an asshole shooting you. It's very telling that Core realized this was an issue in development as [[NintendoHard almost]] every Pierre encounter has a save crystal right before it, since most of them boil down to "keep dying until you figure out a CheeseStrategy to get rid of this guy while taking as little damage as possible".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Speaking of ''VideoGame/MetroidFusion'', is the BGM [[https://www.youtube.com/watch?v=nnC6g7kxfK8 The Final Command]] that plays during the final mission. It's not that it isn't a good song, but that it is now the ''only'' song the game will play until you get to the final boss. It gets pretty old pretty quick. In other words, if you planned on exploring the station to look for any leftover power-ups to try and get that delicious OneHundredPercentCompletion, well, hopefully you didn't enjoy all the other good music that the game had to offer and will no longer play for you.

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