ByAshley Washington, writer at Creators.co
I don't need anyone else. I have Uroboros!
Ashley Washington

Nothing is perfect but some games come pretty close. Every once in a while, a game balances its music, writing and characters so well that we just throw awards at it and play it over and over again. You tell your kids about it and your grandkids and everyone you date—they're just that good... until they're not.

8 Of Your Favorite Games That Were Hurt By One Crappy Mechanic

What does it take to bring the best down? Good question. It certainly isn't an easy task. Things have to get pretty frustrating to make you forget that a story is Game Of The Year material. Most of the time, the devil is in the gameplay—that's why these may be the most memorable shortcomings of some of the greats.

1. Ink Ribbons ('Resident Evil')

'Resident Evil' [Credit: Capcom]
'Resident Evil' [Credit: Capcom]

We're starting off with a polarizing bang. Some people love them, but a lot of people really hate them. In a series that was already plagued by the difficulty of inventory management and tank controls, it can be hard to decide whether or not ink ribbons, which were limited collectible items that allowed you to save your progress in the earlier RE games, were ingenious or just the straw that broke the camel's back.

Either way, Capcom appears to have brought them back in the form of cassette tapes in 's Madhouse difficulty and the crowds are going wild.

2. Gummi Ship Sequences ('Kingdom Hearts')

'Kingdom Hearts' [Credit: Square Enix]
'Kingdom Hearts' [Credit: Square Enix]

These unskippable nightmares were the only thing that stood between you and the new worlds you discovered throughout . Sure the ships were cute and you can make them even cuter with blueprints. But, unless you were really going out of your way to open those ridiculously difficult-to-access treasure chests, you probably didn't find those blueprints or the random crap you needed to build them with.

Kingdom Hearts 2 improved these but they really should have been nixed.

3. No Aging ('The Sims')

'The Sims' [Credit: Maxis]
'The Sims' [Credit: Maxis]

When was all there was in the world of simulation games, no one ever thought much of the lack of aging. After all, there wasn't really a precedent that would indicate the possibility of a better future for our sim families. But, in retrospect, it's pretty clear that the "kids forever" thing was a hassle.

As more and more expansions were released, your Sims eventually had more to do—like jobs, living and woohoo. If you really wanted to succeed, you usually had to nix having kids all together for fear of losing track of them and landing them in military school. Social services in The Sims did not play around.

4. Rolling Is Faster Than Running ('Zelda')

[Credit: Nintendo]
[Credit: Nintendo]

I mean, after a certain point, shouldn't you just make running a bit faster? games aren't unique in this respect but they are a prevalent offender. One could argue that Super Mario 64 suffered from the same issue. These issues are usually exploited to the benefit of speedrunners, so maybe it's not all that bad.

Then there's the possibility that it wasn't even that much faster and that we were all just so obsessed with our own cleverness that we couldn't look far enough to see that we were jerks all along. Poor Link's head.

5. Relationship Maintenance ('Grand Theft Auto IV')

[Credit: Rockstar Games]
[Credit: Rockstar Games]

Rockstar really wanted us to experience the great big open world of Grand Theft Auto IV. It came close to San Andreas levels of customization by including the ability to hang out with friends, dress Niko up to standard and date random internet people. Unfortunately, there were times when Niko's social life didn't seem so optional.

We couldn't give two sh*ts about Roman and his bowling cravings but apparently that made a difference in the gritty Liberty City of 's fourth installment. It was hard to ignore the pang of guilt that came with Roman's disappointment but he called so, so often.

I have my feelings about the GTA games in general, but I can honestly say that anything is preferable to having this whole element brought back in the games.

6. Dueling ('Red Dead Redemption')

[Credit: Rockstar Games]
[Credit: Rockstar Games]

This is one instance where a sequel managed to destroy a mechanic that was already half-way decent. In Red Dead Revolver, the duels were semi-intuitive. Even though it wasn't really a test of speed in the traditional sense, you knew what you were trying to do and the controls felt right.

, released a whopping six years later turns dueling into a button mashing nightmare forcing you to fill a meter in order to make your shot. Why did you do us like that, Rockstar? Unforgivable.

7. Press 'X' To Open Your Door... And Everything Else ('Saints Row 3')

[Credit: THQ]
[Credit: THQ]

It's hard not to love the games. They were unapologetically true to themselves and were never lacking in content. It was only when you took the time to explore your crib that the game's weakness began to show.

In your crib (the game's version of a safehouse), hitting the action button opened up your closet which allowed you to check out your outfits and accessory situation. The action button could also help you get out of the crib all together... but only if you were perfectly aimed at the door. Kinda hard to admire the crib mechanic when you're stuck in it.

8. Interrogation ('LA Noire')

[Credit: Rockstar Games]
[Credit: Rockstar Games]

Though general opinion is split on and its lofty ambitions, its groundbreaking storytelling and faithful adherence to its historical source material is widely accepted as one of gaming's greatest achievements. However, with that being said, the interrogation sequences continue to mar its reputation long after the game's release.

Interrogation was one of those things that was new and confusing but intriguing. You thought you would get the hang of it. You thought you would learn how to read people, but you were simply wrong. I'm not even sure half of the interview subjects themselves knew what they were doing let alone Cole Phelps having any idea. You can't really blame him for catching an attitude at the slightest sign of resistance.

I don't know about you but I think that, based on this list, Rockstar has a thing or two to learn about solidifying its game mechanics (and possibly its writing). How much abuse are we willing to take for the love of the game? Will we speed roll forever or will we finally just embrace the slow run? I'm asking the big questions here, everyone.

I mean, come on. Can you think of anything more annoying than the Gummi Ships?

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