Worst Video Game Level Designs Of All Time
Marketability of certain gameplay formulas and level setups all factors into sales. The more good things people have to say about your game, and the wider its appeal, the better your publisher can sleep at night – but that might not be the game you’re making.
Sniper – The Last Of Us
Yes, yes, The Last of Us is perfect, I know. And it is… except for certain shooter sections when it really wants to introduce more challenging elements. Then, it starts getting a little more annoying, and especially with the sniper section where one bullet will kill you on higher difficulties, it’s just infuriating.
With no real way of discerning where you’re safe from fire or exposed at range, controlling Joel was always geared towards tackling threats in a stealthy manner, one that let you approach enemies one by one, siphon them off or work through an environment carefully.
Here, amongst the dilapidated houses and broken debris, you’re forced to move between cover faster to stay alive, opening you up to instant death or other enemies waiting in the wings. It wasn’t impossible to get through, but stands out as a particularly weird-feeling moment in a game so thoughtfully structured otherwise
Werewolves – The Order: 1886
There’s nothing worse than when a game has everything going for it, only to trip and face-plant the floor upon its big reveal. I mean, playing as a bunch of supernatural werewolf hunters in Victorian London? What could go wrong?
Fighting the werewolves themselves, it turns out. You only do so three times in the entire game, despite what the marketing materials would have you believe, and all of them are either naff quick-time events, or rely on repeating patterns to win.
Literally, you either hit triggers and buttons to dodge and attack either way in a canned quick-time event, or you dodge and return fire after the beasts listlessly charge at you. The developers tried to make an argument at the time that overall game length doesn’t beget quality, but instances like this just drove home the fact that The Order was neither.
Stutters’ – Quantum Break
Many things prevent Quantum Break from being a truly brilliant game, but some of the most glaring are the platforming sections.
Taking place ‘inside’ various cataclysmic events as time has frozen, you’re tasked with getting through collapsing debris, obstacles that are ‘glitching’ in and out of time, all while playing with terrible controls.
Think about your favourite third-person cover shooter with a jump button – does it feel satisfying to deploy, or is it even useful? It’s these sort of pithy physics that dictate how hero Jack Joyce will move, as barely any semblance of momentum governs anything, and the game neglects to give you a shadow to show where he’ll land.
By the time you’ve died because a car decided to warp into your path, or you touched a moving door (yes, really, they’re deadly), it really makes you question just how the hell these sections – in a cover-based narrative adventure – got approved in the first place.
Source – Whatculture
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