Monster hunter world tropes



15 More Boss Tropes That Need To Be Done Away With




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The Boss in Constant Pursuit




Of course, the opposite is also true in that some bosses will chase you. Take a look at Cuphead’s Baroness von Bon Bon and Grim Matchstick, two bosses who start out normally but then transition to chasing the player in later parts of the fight. Both times you need to be quick while fighting back and it can be pretty tough.




Tagged With: azure striker: gunvolt, bloodborne, Cuphead, Dark Souls, Dark Souls 2, dark souls 3, Destiny, Destiny 2: Forsaken, final fantasy 7, Metal Gear Rising Revengeance, monster hunter world, Shadow of the Colossus


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Tired video game tropes that need to die


Money for old tropes



For all that gaming has progressed, it still falls back on far too many hoary old cliches. Too many design elements and plot traditions that are long past worn out. They make modern games feel old, and innovative titles feel stale. If you've ever played a game and, for some reason, couldn't put your finger on the thing that made it feel like an archaic mess, odds are it was that the developers simply relied on too many tired cliches.

While there are many to choose from, we've whittled it down to 16 of the worst offenders. Join us as we poke our fingers derisorily and tell them to get with the times. The tedious old gits.

The last-ditch helicopter escape



Its the end of the level. Youve completed your objective, or maybe your objective has gone completely wrong. Either way, its a dramatic time. How can you tell? Because stuff is exploding all over the place and mooks are swarming after you. But you can escape (and make things even more dramatic) if you can just make it to that hovering helicopter in time.
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Cue a last-minute QTE press to launch yourself into a perilous but entirely risk-free jump


3. Bad Checkpointing



My all-time pet peeve in gaming is bad checkpointing.

I honestly cannot stand when a developer throws you back before an un-skippable cutscene, only to provide a challenge that clearly requires trial and error or considerable amounts of time to surmount.

Pretty much the only exception is Dark Souls as you can usually find an alternate path or some enemies to grind for a bit, and even that wore
very
thin when tackling Ornstein & Smough.

Regardless, in 2D platformers especially, just make like Celeste and restart us
right where the obstacle that killed us was
. If the challenge is overcoming that particular gauntlet of platforms or enemies, that should be the focus. Challenge is not "How much time-wasting will you put up with?"

Please, all game devs, take 15 seconds off the last time we died and just put us back in. It'll be received with open arms, 99% of the time.



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