7 Annoying Things Games Fixed with Easy Solutions



Much like life, videogames are full of little annoyances. Unlike life, videogames are constantly trying to fix these inconveniences with simple, satisfying solutions. Some of them are, anyway. So let’s all take a moment to appreciate the ways in which games came through for us with easy fixes for irritating stuff. Enjoy, and subscribe for a video like this every Thursday!


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42 thoughts on “7 Annoying Things Games Fixed with Easy Solutions”

  1. Couldn't disagree more with this list. Things that hold your hand like fast travel and especially show super detailed quest markers or path highlighters remove any sense of exploration as you got from games like morrowind. When I deliberately started not using these things in Oblivion and Skyrim is when the game became magical, and I started to really discover how detailed the worlds are, and how fun it is to try and find stuff when there are mountains of other cool stuff you can stumble upon. Granted, not all games are designed where there are cool things to stumble upon like that which can derail you from something you were searching for, but I'd argue that the more players request these kinds of features the more likely the world is gonna be empty when exploring other "un-intended" paths.

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  2. Gears of War does the last one very well, music fades, and as your companion tells you "that's the last of 'em" you get an awsome guitar riff.

    Also games that automatically picks up items are great! Either from the start, or with a powerup, like CONTROL.

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  3. Excellent, finally a mention of God of War (Honestly the best game ever in my opinion, absolute Classic). Ghost of Tsushima is a Magnificent game too. I appreciate seeing some mention of the PS exclusives which are far and away the best games, Last of Us, Spiderman, Horizon etc. All Classics

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  4. Wait a minute. Does Yakuza: Like a Dragon have turn-based combat? I love Japanese culture and gang games, but I could never got too far into Yakuza Kuwami because of the complicated combat system.

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  5. A game is a set of artificial problems. Having those problems solved for you can turn a game into a movie.

    So solving the right kind of problems (like bad controls) is key here.

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  6. Because I fear 4, I'm always with 2. If you look at my inventory while playing Hitman, you would thing that I'm going to fix a house. A really beat up house. With bad plumbing.
    2 suggestions:
    1. I'm surprised that Fast travel is not on the list – who has the time to walk all the way from Riften, to Solitude, when you have caves to explore?

    2. Cover-based shooters got your back – you'll never be in a surprise battle, because they introduce waist high walls, right before a bunch of baddies show up, to warn you. Best example: ME2, assault on the Collectors' ship.

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  7. Andy, if you want to read the Cyberpunk map you need to clean up a lot of those gigs. Leaving all of them, what a nightmare. You can also filter that map for what your looking for and track it.

    Jane, as far as the inventory in Cyberpunk I haven't found the point in which I can't move yet. Just walk slowly, no running, but guess what? I can still double jump with my reinforced tendons…and as we all know jumping is always faster than running.

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  8. Accidentally lose a conversation while driving with an NPC due to getting into a fender bender, or getting to your destination too fast?
    In the Deadly Premonition games, your conversation will restart after getting into your car with you saying something akin to "So, where were we? Oh yes…". No more wondering what unusual dialogue you missed out on.

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