Things the developers should have considered

The title pretty much says it. Many games have some places where you think “how could the developers miss that?”. For instance, BioShock has an achievement for beating the game on the highest difficulty setting. You can actually play on easy and only switch to hard right before the final stab and the achievement would unlock, despite you having played the game on easy. Also in BioShock, your wallet couldn’t hold more than, I think, six hundred dollars, yet the display had four digits. They did fix that in BioShock 2 by, wait for it, reducing to three digits. The main reasons I am writing this right here and right now are exactly two:

1. So that Lt_Commander’s post is off the front page. Nothing against him, but the sheer amount of images is a bit too much and the browser lags every time I switch to this tab. Great comics, though.

2. I noticed an awfully convenient one in Dead Space, which I finally managed to start again. As in, clicked “Play” in the Xbox menu.

In chapter eleven, you’re supposed to move an object (for the sake of spoiler prevention, let’s call it… totem. Yeah, that’ll work. It’s big and cylindrical.) from one side of the room to the other using Kinesis, an ability that allows you to pick up and throw stuff, or, in this case, shove it along a predetermined path. The idea is that while you are pushing the thing around the room (a pretty big hall), more and more enemies would spawn. However, the room is accessed from a door high above, where you then take an elevator down. With the Kinesis module fully upgraded, you can actually push the totem to it’s destination without spawning even a single space zombie monster mutant by staying up there. If I ever get to connect the Xbox to the TV again for whatever reason, I’ll get you a few snapshots of that or even a video. Only downside of the VGA cable is that I can’t record anymore, obviously.

Other ones of those which I am aware of:

  1. F.E.A.R.: Perseus Mandate – In one part, a dead guy (Jankowski from the original F.E.A.R.) appears behind you as a hallucination. If you go into the alley backwards, he just pops up without any effect. Granted, on first playthrough you are very unlikely to do that, but it looks very off still.
  2. The Elder Scrolls IV: Oblivion – There’s blind monks. They are involved in a few quests of the Thieves’ Guild and explicitly stated to be blind due to studying the titular Elder Scrolls. However, you can sometimes see them reading books.
  3. Fallout 3 – With a game as big as this, it should come to no surprise, really. Anyway: Depending on your Karma level, either a group of mercenaries or the Regulators, who try to rid the wasteland of evil-doers, are after you. Getting facial surgery and a haircut does not get them off your back, they still recognize you – so does everyone else. Not even your own father notices it.
  4. Subverted in Monkey Island 2: LeChuck’s Revenge – as you talk to a guy fishing on Phatt Island, he gestures with a pipe in his hand. At one point he has it in his mouth and his hand. At the same time. You can ask him why he has two pipes and he’ll answer that the programmer didn’t pay attention.
  5. Team Fortress 2 – “Wait, why am I over there? I mean, I am right here! Oh. Hey, stop sapping my sentry!” though this is intentionally part of the game mechanics, seeing a spy with your own name floating above his head just gives a sloppy impression. To me at least. Likelihood depends on number of players on the team.
  6. Portal – Some tests actually have a faster way of solving them. This already came up during playtesting and at least one of the advanced maps puts a non-portal surface right where you would place your portal to exploit the apparent flaw, forcing you to go the long way.

I’m done for the moment. If you have more significant ones, I’ll be happy to add them to the list.

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