Skull Island: Rise of Kong – Just Bad Games



King Kong gone wrong.
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30 thoughts on “Skull Island: Rise of Kong – Just Bad Games”

  1. I saw the GDQ speedrun of this game a couple days before this video came out, and was so psyched to see it! When a game can be beaten and broken in 30 minutes within a matter of days or immediately, yeah that's bad. XD

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  2. Fun fact: Dark Souls also pulls the "respawn enemies from dead enemies" thing, but they do it a bit smarter. In Blighttown, if you pay attention, most giant mosquitos groups respawn in the same place always. What happens is that when you kill one, the body just sinks into the swamp and is "revived" in its spawn point, a second after sinking. This happens 3-4 times with each mosquito until they finally just stop spawning. A sure way to know that you won't be dealing with mosquitos in that particular place, is when the bodies stop disappearing and just float around.

    This is done in games most of the time, because is simply easier and cheaper to have a set number of objects at a given load, that you can just repurpose over and over, than destroying and reloading the entire asset over and over. Of course this is usually done in a way that the player doesn't realize for obvious reasons.

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  3. 24:17 "No that can't be right. Why would they do that? Why would they show you moves in the game's tutorial if you weren't supposed to make use of those moves immediately?"

    That's actually not uncommon with open world games that have a progression system. Start with a fully powered character so the player can immediately enjoy the best experience in traversal and combat, feeling powerful, then at the end of the prologue, remove those. Then the players can gradually earn them during the main game. Prototype does this by making the prologue a flash forward that happens towards the end of the game, for example. It was actually one of the thing that really drew me into this game.

    So it can be done right. Not here, obviously. First the moves you get in preview don't make the movement feel different, they're basically metroidvania keys. The counter-examples you showed are all metroidvanias, which is precisely when previewing like that is the opposite of helpful. Then it's not made clear that you start with a young Kong that has a lot to learn. It gave me the impression that he already did all his rising off-screen with that intro.

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  4. Funnily enough EVERYA ONE of the games you mention as NOT working like Kong works……ALL ACTUALLY DO WORK LIKE KONG!
    they ALL start you off as having full powers, only to strip them away and force you to re-earn them….. Metroid and god of war ESPECIALLY, that's their BIG TROPE even……..

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  5. "…no 'modern shooter things' like wall hugging or cover fire…"
    …..that's a GOOD THING……. What's so hard to understand about just moving to dodge bullets? You don't need to magically magnetize to cover to be able to use it, just fucking get behind it…..

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  6. when we discovered the intro was being plated as Komng's mom: "aren't female gorillas supposed to be smaller and more round than males? do the devs knew about de dimorphism in gorillas?"

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