Whats the worst example of Handholding you have ever seen?

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#1 Posted by Ghosts4ever (10556 posts) -

Hello friends,

In this thread, we discuss about hand holding elements in games. be it scripted QTE or scripted sequence force you to do that and do this. most of these elements are found it third person action games and even some in open world games too.

imo heres are

I cant see any other worse example than those games i mentioned above.

lot of games have hand holding elements but these 3 games imo take the cake for that. everything is so scripted. telling what to do, where to go etc.

so my friends, what do you think are the worst examples of handholding elements? lets discuss

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#2 Posted by PinkRibbonScars (111 posts) -

The first hour of Crysis 2

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#3 Posted by sealionact (4176 posts) -

Psp Vita. Worst example of hand held gaming in history....

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#4 Posted by nintendoboy16 (36592 posts) -

So far... though I like the game... Skyward Sword (STFU Fi).

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#5 Edited by uninspiredcup (35066 posts) -

The opening section of Resident Evil 2 is vastly inferior to the original.

The original RE2 subverts the originals slower methodical introduction, instead of easing the player through perceived safe environment, it throws them head first into the frying pan with multiple enemies at once, not enough ammo and a gauntlet to get to the police station as the city is burning.

The contradiction makes it an extremely memorable baptism by fire.

The remake by comparison restructured it, with a poor gas station opening that feels disjointed, followed by a much shorter, 0 challenge stroll to the police.

To be clear - I adore this game, it's one of the best remakes I've played and largely stays true to the original while expanding it, but the opening is comparatively disappointing thanks to a fear of the player dying.

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#6 Edited by Willy105 (24873 posts) -

Every first 10 minutes of any F2P game on mobile.

It is infuriating. They won't let you touch ANYTHING other than what they want you to touch. Not even the visible options menu is accessible until they teach you how and when to use the thing that costs money to refill.

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#7 Posted by iambatman7986 (2808 posts) -

Perfect Dark Zero. Having to put glowing arrows on the ground to show where to go due to crap level design. That game was the first to come to mind.

That Uncharted 4 video had me laughing because I felt the same way playing the game. The platforming just isn't any fun.

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#8 Posted by Random_Matt (4324 posts) -

Just about every game has to some extent.

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#9 Posted by locus-solus (1130 posts) -

The first area of Okami will spawn a giant arrow on the ground telling you what direction to go in. completely unnecessary thankfully it's not used for the rest of the game and it's easy to get lost if you don't know the next objective.

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#10 Posted by Ghosts4ever (10556 posts) -
@pinkribbonscars said:

The first hour of Crysis 2

Crysis 2 was not bad. it was just dumbed down version of original.

now Crysis 3, thats bad. terrible 5 hours tech demo and also most forgettable game in series.

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#11 Posted by uninspiredcup (35066 posts) -
@locus-solus said:

The first area of Okami will spawn a giant arrow on the ground telling you what direction to go in. completely unnecessary thankfully it's not used for the rest of the game and it's easy to get lost if you don't know the next objective.

Yea, good example. Huge chunk of that game is a glorified tutorial.

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#12 Posted by Macutchi (6886 posts) -
@ghosts4ever said:
@pinkribbonscars said:

The first hour of Crysis 2

Crysis 2 was not bad. it was just dumbed down version of original.

now Crysis 3, thats bad. terrible 5 hours tech demo and also most forgettable game in series.

agreed but that first hour or so of crysis 2 is painfully on rails so it's a valid point

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#13 Posted by DaVillain- (38138 posts) -

All of the Pokemon handheld games but Pokemon Sun/Moon was by far the worst handholding of them all.

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#14 Posted by Ant_17 (12904 posts) -

If it's QTE then it's Until Dawn. Always ask to press buttons.

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#15 Posted by DerekLoffin (9090 posts) -

Skyward sword and it never really stops. Low on health? Well you have the incessent beeping and your heart meter telling you such but hey, just in case, fi will also insist on telling you to get health recovery... seriously nintendo?!

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#16 Posted by warmblur (3028 posts) -

Every COD game since 2 and every Battlefield game since Bad Company.

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#17 Posted by VagrantSnow (377 posts) -

One that annoyed me most was Remember Me. Game literally told you where to go, where to jump, what to climb and there was no way to turn it off. Really spoiled an otherwise decent game.

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#18 Posted by AJStyles (1091 posts) -

Every 3D Zelda game.

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#19 Posted by getyeryayasout (12532 posts) -

@vagrantsnow: I got that game on the cheap and had a pretty good time with it, but that was bad. I'd forgotten that.

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#20 Posted by Pedro (35644 posts) -
Loading Video...

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#21 Posted by briguyb13 (3161 posts) -

Fable 2 or Fable 3, I forget which one has a glowing trail leading you to your next objective.

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#22 Posted by VFighter (5242 posts) -

@ghosts4ever: No, Crysis 2 was absolute trash.

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#23 Edited by PernicioEnigma (6119 posts) -

Argh, that Uncharted gameplay looked so bad. And to think this is from the same developer as Crash and Jak & Daxter. That whole scene where you had to go into the fridge and bring your GF a plate of food, yeah, real fun, so immersive...

Edit: And the fact they give you that choice, even though they are all wrong, so you don't really have a choice and you're forced to be wrong.

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#24 Posted by SaltSlasher (1318 posts) -

Seems I'm not only one who's gonna point out every 3D Zelda game, specifically gonna say Skyward Sword takes the cake, they held your hand so bad, they couldn't even make a new Zelda game for ages and when they finally tossed something together, you're forced to do 4 shrines like a baby.

Dudes a joke saying opening of Rise of the Tomb Raider, that's like 5 minutes of cinematic action that sets the game. What do you expect, "oh just start me in the tomb that is fine", don't need to see why I'm there or how I got in, dood literally never played a Tomb Raider game before.

The cake should be forced hand holding. Uncharted 4 had a lot of random shit to do at your house, these things slow a game down badly, and why Tomb Raider always put her house as a side thing to do on your own time, not stuff story in it.

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#25 Posted by sakaiXx (6077 posts) -

I hated DS2 opening path. Felt the tutorial area is shit handholding with very few enemies, not representing how enemies gank you in this game.

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#26 Posted by Litchie (24346 posts) -

Probably Zelda: Skyward Sword. It's not the worst hand holding ever, but it was so dissapointing since it's Zelda, and Zelda is usually really good. I had to stop playing it, partly because the environments, overworld and dungeons were incredibly boring, but also because the game stopped you twelve million times and told you what a blue rupee is.

"Hey, in case you forgot what a blue rupee is worth the first 257 times we told you, depite playing Zelda games for 20 years, we're gonna stop your gameplay and tell you again. We'll be sure to have the same info ready again on your next session."

Also, "Here is a puzzle, try to solve it!"
(2 seconds later) - Fi pops up and tells you how to solve it.

Such a dumb Zelda game.

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#27 Posted by uninspiredcup (35066 posts) -

@Pedro said:
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Metro can't even do hand-holding correctly.

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#28 Edited by KungfuKitten (26800 posts) -
@Litchie said:

Probably Zelda: Skyward Sword. It's not the worst hand holding ever, but it was so dissapointing since it's Zelda, and Zelda is usually really good. I had to stop playing it, partly because the environments, overworld and dungeons were incredibly boring, but also because the game stopped you twelve million times and told you what a blue rupee is.

"Hey, in case you forgot what a blue rupee is worth the first 257 times we told you, depite playing Zelda games for 20 years, we're gonna stop your gameplay and tell you again. We'll be sure to have the same info ready again on your next session."

Also, "Here is a puzzle, try to solve it!"

(2 seconds later) - Fi pops up and tells you how to solve it.

Such a dumb Zelda game.

Yeah I am a huge Zelda fan but I was going to bring up this entry too.

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#29 Posted by nepu7supastar7 (5203 posts) -

@ghosts4ever:

Those are horrible examples and are incredibly biased. The real answer to this are basically walking simulators that literally have you doing nothing but walking and collecting bits of story. Games like "Gone Home" fall in that category. But even then, it's not necessarily handholding. It's just long periods of doing nothing. "Assassin's Creed" also has semi-automated platforming where the game jumps for you as long as you hold the sprint button. That's about as close as TRUE handholding goes in adventure games.

All of the games shown barely have walking segments that last 2 minutes or so before something interesting happens. But the rest of the time you spend shooting enemies, raiding tombs, and bombing strongholds. All of which require you to do the work yourself.

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#30 Edited by nepu7supastar7 (5203 posts) -

@uninspiredcup:

I think Capcom did the best that they could with Re2 Remake's intro. The gauntlet you're talking about was kind of pain in the ass when it came to 2nd playthroughs. It loses its magic by then and just becomes a chore. Especially in Hard mode.

Besides, its layout (as well as the rest of Raccoon City) made zero sense. There were too many open alleyways, the streets were clustered. It felt nothing like an American city. It felt more like you were in Japan or something. Till this day, it still bothers me how many labrynthian alleyways Re2 and 3 had.

The new layout in Re2 Remake is more spread out evenly and looks way more believable.

* the basketball court is no longer hidden behind the Kendo gun shop in a tight alleyway.

* you no longer have that fire escape being your ONLY way across the street that leads to yet another tight alleyway. 🙄

* the hive is more well hidden underneath the city.

* the explanation that the police department was once an art museum gives a good reason behind the statues and weird doors with oddly shaped keys.

Though the places still exist in the Remake. That's pretty awesome. The biggest redeeming factor to the old Raccoon City design is that it's well....iconic!

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#31 Edited by uninspiredcup (35066 posts) -

@nepu7supastar7 said:

@uninspiredcup:

I think Capcom did the best that they could with Re2 Remake's intro. The gauntlet you're talking about was kind of pain in the ass when it came to 2nd playthroughs. It loses its magic by then and just becomes a chore. Especially in Hard mode.

Besides, its layout (as well as the rest of Raccoon City) made zero sense. There were too many open alleyways, the streets were clustered. It felt nothing like an American city. It felt more like you were in Japan or something. Till this day, it still bothers me how many labrynthian alleyways Re2 and 3 had.

The new layout in Re2 Remake is more spread out evenly and looks way more believable.

* the basketball court is no longer hidden behind the Kendo gun shop in a tight alleyway.

* you no longer have that fire escape being your ONLY way across the street that leads to yet another tight alleyway. 🙄

* the hive is more well hidden underneath the city.

* the explanation that the police department was once an art museum gives a good reason behind the statues and weird doors with oddly shaped keys.

Though the places still exist in the Remake. That's pretty awesome.

That's the entire point though. Leon cannot survive on the streets. It's suppose to be overwhelming. Rather than a building crescendo it subverts everything immediately opening with a battle the player seemingly cannot win. The claustrophobic nature, couple with the enemy count and lack of resources is like a jolt of lightning.

None of this exists in Resident Evil 2's remake. It's a casual forgettable stroll akin to Halflife's 2's opening where it's nigh on impossible for the player to actually get hurt unless they are insanely dumb. From the spacing of the zombies, to the scripted fire blocking them off, the developers hand is so tightly felt that nothing feels authentic or engaging.

Realism wise, it's a game where you fight a 20 foot crocodiles, everyone looks like immaculate supermodels and a 9 foot Dolph Lundgren wandering around in a fedora, I don't want it sacrifice elements for the sake of a realistic american city.

The only thing I like over the original in the introduction is the expanded role of Marvin.

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#32 Posted by Heirren (2324 posts) -

For movie games in general.

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#33 Posted by strategyfn (505 posts) -

Uncharted 4 even though I love the game. You can't even falsely leap to your own death. It would've been more interesting if you could hang on to a ledge and then make a false leap. Maybe the highest difficulty solves this, I haven't tried.

Full disclosure I play a moderate amount of games and not close to every game ever created.

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#34 Edited by nepu7supastar7 (5203 posts) -

@uninspiredcup:

I was also pretty bummed out about the intro in the beginning in the Remake. Mostly because I was worried that they cut everything off completely. But then I saw that it just scattered all the parts we remembered in a sensible way. I think they did do that for the sake of realism AND to keep the veteran players guessing.

Though at least we got to explore more of the city on the Remake. Kind of.. That was one thing the original Re2 was missing. I also really wish the Remake had a photo mode! I would've LOVED to have taken a selfie of Claire in front of the Raccoon City sign at the gas station!

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#35 Edited by uninspiredcup (35066 posts) -

@nepu7supastar7: I think they done a good job of keeping it focused on the police station, which itself was always just a glorified version of the mansion. The bits they extended were alright, although the only part I was keep on was the way the sewer where you're escorted by Ada Wong, would have preferred to go to that area myself and explore. Probably one of the few peeps who enjoyed Sherrys section.

That's probably where the inevitable Remake 3 will shine, those city sections where you're mostly gunning stuff down will probably translate better third person.

One thing I hope they don't dump, and absolutely expand on was the RPG like decision making. It was a great idea pretty much all Resident Evil games dropped beyond the occasional gimmick, Rev 2's alternate ending, choosing a path in RE4 etc...

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#36 Posted by adsparky (1451 posts) -

@davillain- said:

All of the Pokemon handheld games but Pokemon Sun/Moon was by far the worst handholding of them all.

Yes, The first Island felt like a huge tutorial.

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#37 Posted by TheEroica (18471 posts) -

Prince of Persia 2008... Falling and dying meant the girl would dive and save you every time. You could not die and you had infinite chances to keep going at no penalty.

I think ultimately the game had to be designed that way, or at least it had to kind of nerf the death penalty because of all the platforming but it was weird to know I couldn't die.

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#38 Posted by uninspiredcup (35066 posts) -

@TheEroica said:

Prince of Persia 2008... Falling and dying meant the girl would dive and save you every time. You could not die and you had infinite chances to keep going at no penalty.

I think ultimately the game had to be designed that way, or at least it had to kind of nerf the death penalty because of all the platforming but it was weird to know I couldn't die.

They said they were designing a AAA game with an "indie mentality". Which they seem to have translated as "remove game".

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#39 Edited by Litchie (24346 posts) -

@uninspiredcup said:
@TheEroica said:

Prince of Persia 2008... Falling and dying meant the girl would dive and save you every time. You could not die and you had infinite chances to keep going at no penalty.

I think ultimately the game had to be designed that way, or at least it had to kind of nerf the death penalty because of all the platforming but it was weird to know I couldn't die.

They said they were designing a AAA game with an "indie mentality". Which they seem to have translated as "remove game".

LOL. Forgot about this one. POP sure went into a weird direction..

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#40 Posted by djoffer (1458 posts) -

Gotta go with the new doom, press E to kill demon I mean wtf!??

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#41 Posted by Ghosts4ever (10556 posts) -
@djoffer said:

Gotta go with the new doom, press E to kill demon I mean wtf!??

or you can shoot demon twice to kill. not to press e.

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#42 Posted by DEATH39PROOF (12 posts) -

@sealionact: I take offense to that dude, I have both and they are the most comfortable of hand holding ever to be graced by GOD to give dumb Man the intelligence to build thanks.

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#43 Edited by Postosuchus (624 posts) -

I’ll nominate Skyrim as a bad open-world example, specifically a certain mage guild quest.

At one point while exploring a ruin with the guild, you end up “trapped” in a small cell, which is completely empty except for the item you need to free yourself sitting there in plain sight. As if it wasn’t obvious enough, Bethesda put a QUEST MARKER and compass on that one item in the otherwise completely empty cell. It was at that point that I realized what Bethesda truly thinks of their audience, and that we’d never see anything requiring brainpower or possessing a challenge from this developer ever again.

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#44 Posted by MirkoS77 (14470 posts) -

@nintendoboy16 said:

So far... though I like the game... Skyward Sword (STFU Fi).

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#45 Posted by MirkoS77 (14470 posts) -

@heirren: Hey! You stay away from my damn movie games, y'hear?? :P

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#46 Posted by djoffer (1458 posts) -

@ghosts4ever: still some crazy casual handholding. Not to mention you loose out on a lot resources if you don’t do the qte crap...ohh well casuals gonna casual I guess

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#47 Posted by Ghosts4ever (10556 posts) -
@djoffer said:

@ghosts4ever: still some crazy casual handholding. Not to mention you loose out on a lot resources if you don’t do the qte crap...ohh well casuals gonna casual I guess

handholding doesnot give you choice and force you to do this.

glory kill never force you and in nightmare, if you dont keep running, you dead.

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#48 Posted by uninspiredcup (35066 posts) -

@ghosts4ever said:

Hello friends,

In this thread, we discuss about hand holding elements in games. be it scripted QTE or scripted sequence force you to do that and do this. most of these elements are found it third person action games and even some in open world games too.

imo heres are

Loading Video...

Tomb Raider is a good example. Compare it to the opening level of something like Tomb Raider II, it's complete trash. All automated, Simplistic obvious design.

People who talk shit about the original Tomb Raider games (1/4) should go back and play them and remember what it was like to actually play a game.

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#49 Edited by WitIsWisdom (5370 posts) -

The first couple hours of the first Assassins Creed. I looked forward to that game so much.. I got it and originally hated it because it had a couple hour long tutorial so to speak that you couldn't skip. I put the game away and didn't play it for months. Decided to give it another shot down the line a bit and wound up loving the game and played it to completion.. those first couple hours though.. ugh.

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#50 Posted by PernicioEnigma (6119 posts) -

@Postosuchus said:

I’ll nominate Skyrim as a bad open-world example, specifically a certain mage guild quest.

At one point while exploring a ruin with the guild, you end up “trapped” in a small cell, which is completely empty except for the item you need to free yourself sitting there in plain sight. As if it wasn’t obvious enough, Bethesda put a QUEST MARKER and compass on that one item in the otherwise completely empty cell. It was at that point that I realized what Bethesda truly thinks of their audience, and that we’d never see anything requiring brainpower or possessing a challenge from this developer ever again.

Wow, that's hilarious. Though I do think you have to be a bit special to play a Bethesda game these days.