10 Things Video Games Do (That We Never Want To See Again)

7. Areas Becoming Inaccessible After Progress

Max And Chloe Life Is Strange
Dontnod

This is a huge problem in games that have collectables but follow a linear throughline. Once you enter a pathway that takes you through to a new area sometimes there’s no going back.

I still think about a huge narrative moment I missed out on in the final episode of Life Is Strange because during the storm I crouched under some debris and then realised I’d been zapped to the next area never to return to the people and precious collectables behind me.

Okay, so maybe this isn’t a huge problem, but if you are also a completionist you know the struggles of trying to go the wrong way first to make sure you find every little thing before moving forward. Big games with set-pieces like Mass Effect do this too, you can easily miss a gun or a great upgrade if you don’t realise that pressing toward that objective marker will throw you into a cutscene and then lock that door up tight behind you. Throw up a warning sign so we know we’re leaving the previous area, at least.

Knowing there was a medkit you intended to grab before moving forward and then accidentally stumbling into the next area is a rotten feeling.

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Contributor
Contributor

Likes: Collecting maiamais, stanning Makoto, dual-weilding, using sniper rifles on PC, speccing into persuasion and lockpicking. Dislikes: Escort missions.