Please support Game Informer. Print magazine subscriptions are less than $2 per issue
Oh, &!$% This: Infuriating Moments From Great Games
Even the best games have moments that make you want to break a controller. Amongst the stellar combat, impeccable platforming, and responsive controls of the games on this list, they all have those segments that you dread experiencing again when you start up a second or third playthrough. Here are some of the worst offenders.
THE SPIKE TOWER (GOD OF WAR)
On first look, this column
(two columns, actually) seems like something that can be easily tackled
as long as you have the required patience. For some people, this is
entirely possible. Others (who may or may not be the writer of this
article) may hit their head on a spike and fall to the very bottom
upwards of 100 times, resulting in the most condensed flurry of
unspeakable words they've ever uttered in their lives. It's not a
complicated ordeal by any means, but each time one of those spikes
grazes your head and sends you back to the beginning, your own personal
Rage meter starts to creep up until you're red in the face.
GETTING KICKED OUT OF THE MAGE'S GUILD (ELDER SCROLLS IV: OBLIVION)
Let
this potentially enraging incident serve as an example of why you
should always keep numerous save slots. While exploring the Mage's
Guild in this massive game, I walked up to a member and intended to
talk to him. Unfortunately, I didn't realize I was crouching and thus
accidentally went into the "pickpocket" menu. Nothing was actually taken,
but it was enough to get me banished from the guild entirely. No big
deal, I thought...I'll just do some little quest later on that'll
reinstate me. Not so in Oblivion. Get kicked out of the Mage's Guild,
and you can look forward to hours of roaming the Cyrodiil countryside
in an effort to acquire 20 Dragon's Tongues and 20 Redwort Flowers.
Adding even more frustration is the fact that there's not some big
field of flowers and Dragon's Tongues anywhere in the world of
Oblivion, they're spread all over. Break the Mage's Guild rules even
once and you'll quickly turn this fascinating action RPG into a
flower-picking simulator.
TIMING THE MAGNETIC BLOCKS (ANY MEGA MAN)
One
of the Mega Man series' many trademarks is also one of its most
infuriating platform challenges. In seemingly every entry in the Blue
Bomber's NES adventures, there's a section that requires you to
demonstrate near perfect timing and memorization to cross a gap by
jumping on disappearing blocks. You could always use Rush to cross the
gaps with ease, but if you were out of power for your pooch, that meant
it was time to stand and stare until you had the pattern memorized.
Even when you thought you had it down to a science, the odds of falling
to a spiky death were high.
LUIGI'S FLOATING PURPLE COIN CHALLENGE (SUPER MARIO GALAXY)
For
the most part, the purple coin challenges in Super Mario Galaxy were
just challenging enough and served as a great way to explore the
various vivid worlds. That all ends when you're placed on top of a
giant, floating 8-bit Luigi and have to defy death long enough to
collect 100 purple coins. Two primary factors lead to this being a
hair-pulling exercise in frustration and failure. First of all, you
can't ever stop moving. Ever. The stage consists of two types
of platforms that you can land on - the yellow pixels flip around as
you land on them, and the green ones flat-out disappear. This means
that by the time you're close to 100 coins, the majority of the
platforms are either flipping around or completely nonexistent. It's
this that causes the second factor to be such a pain in the ass...not
only do you have to get 100 coins, but then you have to return
to the beginning to grab your star and complete the level. On numerous
occasions I'd rejoice at collecting that final purple coin, only to
realize that the entire path back to the star was completely gone. As a
lifelong gamer, I'm ashamed to admit that this is the only star I was
unable to get in Galaxy. Even more embarrassing is the fact that my
little sister got it for me. I'll now wait for Andy and Reiner to mock
me in the comments. Tip your waitresses, folks, they'll be here all
week.
FLOATING THROUGH "TUBULAR" (SUPER MARIO WORLD)
Before
Nintendo was forcing you to hoard dozens of purple coins in 3D
platforming hell, they were perfectly content to just fill Mario up
with helium and let football players throw baseballs (?) at him. If you
even got to this stage, it was clear that you were a pretty serious
Mario player. After all, it's in the super-secretest of the two secret
worlds in his SNES Koopa-stomping adventure. Each of these stages was named after some horribly dated 90s slang like "Gnarly" or "Mondo," but
"Tubular" was the most brutal. Most of the level has no solid ground to
stand on, requiring Mario to collect balloon after balloon so he can
float just long enough to make it to the end. It's not as easy as simply
collecting power-ups, as the stage is filled with Chargin' Chucks,
Paratroopas, and the occasional Volcano Lotus filling the screen with every projectile in their arsenal in an effort to send Mario to his doom. Take a second too long to
dodge one and you'll find Mario deflating long before you can
reach that next balloon.
THE TURBO TUNNEL (BATTLETOADS)
Any
list of the most frustrating/difficult/infuriating gaming moments ever
is sure to have this stage included, and for good reason - it's ***
near impossible. So many gamers have fond memories of Battletoads, but
those memories tend to meet an abrupt end right at this stage unless
they were using a Game Genie. This stage isn't even a matter of skill,
it requires memorization of all of the wall locations, and an almost
sadistic level of patience for this nonsense. Make one misstep and
you're splattered all over an arbitrarily-placed concrete slab.
CHOCOBO RACING FOR THE SUN SIGIL (FINAL FANTASY X)
Final
Fantasy X featured optional extended playtime for completionists that
wanted to get every Ultimate Weapon. Each character had one, but
acquiring the Caladbolg for Tidus proved to be an exercise in patience.
It required you to challenge the Chocobo Trainer to a race, and you had
to finish it with a time under zero seconds. This was accomplished by
collecting balloons that would lower your score, but the real
frustration comes in the form of swooping birds that add to your time
and briefly stop you in your tracks. When it came to dodging the birds
and collecting the balloons, it didn't exactly help that your Chocobo
handled like a shopping cart with a missing wheel.
SWIMMING (ANY GAME EVER)
Like many gamers, I have never enjoyed a swimming level. Granted, some were tolerable
(God of War featured mercifully short underwater areas), but none have
been fun. Whether you're constantly toggling your Iron Boots in Ocarina
of Time, navigating through murky crap-filled waters to get the Nikita
in Metal Gear Solid 2, panicking when you hear the terrifying "Sonic is
drowning right now" music, or getting repeatedly killed by electric
seaweed in Teenage Mutant Ninja Turtles, water has proved to be more of
an enemy throughout gaming history than all the Nazis and aliens in the
world.
COMPLETING THE TRIALS (STREET FIGHTER IV)
For
all the achievement whores out there, Street Fighter IV was a
particularly bitter pill to swallow. Speaking as someone that put over
80 hours into the game and specifically shot for achievements, I can
understand why many gamers were frustrated at the 210 points that can
only be earned through the impossibly-hard trials. Some of these trials
were single-serving bits of frustration like Sagat's fake kick, while
others featured a laundry list of actions that needed to be performed
with inhuman timing. It didn't matter if you were a fighting game
newcomer or a seasoned veteran, these trials rank amongst the hardest
challenges a fighting game has ever presented.
ACING THE COMBAT CHALLENGES (BATMAN: ARKHAM ASYLUM)
Arkham Asylum's combat controls were beautifully simple, but utilizing
all of the Dark Knight's moves well enough to ace all of the Combat
Challenges required a zen-like focus. Each required you to hit a
certain score, and simply beating the holy hell out of everyone didn't cut it. You had to keep a constant mental checklist of what
moves you've already used in a combo so as to max out your variation
bonus. You had to remember which guys to stun and which to jump over.
You had to be vigilant and act quickly whenever you saw a goon running
towards the gun case. Some of the levels even had time limits, like the
downright brutal Shock and Awe Extreme that featured a floor that would
electrify and kill you if you hadn't disposed of Joker's henchmen
quickly enough. Nothing was worse than realizing the ground was about
to shock you to death just before you were able to land that last
ground takedown. Hearing the same Joker quips and seeing him mock you every time you died added plenty of insult to injury.
How about you? What were the moments that made you want to toss the controller through your television during an otherwise great experience?