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Puzzles, backtracking, and "minor" bosses that are legitimately harder than the final boss. (i.e. Hollow Bastion in a nutshell)
Also, too much handholding (here's to looking at you, newer Pokemon generations) and too little handholding. Yeah, maybe I'm contradicting myself, but it does get irritating when the game expects you to have the clairvoyance to somehow just KNOW where to go and what to do when you're given absolutely no clues whatsoever.
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WARNING: This post contains spoilers for Etrian Odyssey Untold's Story Mode, don't read if you havn't played it and if you havn't then GO PLAY IT NOW!
Boss battles/levels with time limits. I am aware they can be done pretty well, such as the M.I.K.E battle from Etrian Odyssey Untold, with the red lighting in the level beforehand and the regular Gladshyme (or however you spell it) theme being sped up to emphisise the fact that you're running out of time with litteraly ever step you take and every move you make and, when you do reach... Him? That F***ING AWESOME BATTLE THEME as you time slowly ticks down. However, the Meta Ridley battle from Super Smmadh Bros. is not nearly as good because the simple fact that he's just an annoyence throughout the fight and the fact that his two minute time limit is pretty short, considering he spends about half the battle either off-screen or in a place that, if you try to go in for an attack, you will probably get hit or even die.
Since it's relevant to my current gaming woes with The Wonderful 101, I'm going to talk about how much in-game ratings irritate me. In some games, being graded for your performance can really add to the replay value, (Sonic Adventure 2 is the best example of this that comes to mind) but in most games, they just seem to make the player feel bad when they get a poor grade for what should have been a proud achievement. If I don't get a good grade, I don't feel like I've played the game properly, but even the most fun games can become far less fun when you have avoid any kind of damage and complete the stage quickly simultaneously. It's especially bad in The Wonderful 101, where it's often very difficult to keep track of everything happening.
In short, let the regular gameplay be the main challenge, not annoying and finicky perfection missions that suck all the fun away.
I really hate puzzles that are difficult to finish not because they're tricky to figure out, but because they're tricky to physically do. I'm looking at you, Zelda franchise
When you can't see what you're doing in a game where you should be able to. For example, I just got Pokémon Rumble U and in the level entitled 'Go Big Or Go Home' (and about two thirds of the levels after that) you can't see where the f*** you are because of either too many enemies or too many flashy attack animations.
And speaking of Rumble U, I also dislike games that are too easy when they shouldn't be. In Rumble U I used the Password feature 'bout an hour in (when my strongest 'mons had around 400-500 power (the game's way of telling how strong your 'mons are)) to get 'mons between 1000-1700 power. After breezing through some level for a couple hours I came across one that, after completing all the challenges, gave me a Tornadus with 2200 power when my non-Passaword 'mons were around 100 power. Yeah, I don't think I need to say anything else here.
QTEs. Of course I'm going to press O when a Δ pops up. Sonic overall has (d)evolved into a Quick-time game with varying degrees of success. And if you don't like Botomless pits as punishment, don't play it.
Level scaling, the first time around. I fell into an early trap in Skyrim where I was able to grind Archery, Alchemy, and Pickpocketing fast, but they don't help when enemies get close enough to chop your HP bar quick (thank the stars for difficulty levels). Having to pick and choose early isn't as fun, but it has merits later.
Nearly everything Shin Megami Tensei does, especially if you're unprepared. Ambush attacks, a luck-based recruitment system that steals from you, and having an elementally balanced team means a boss could kill you turn 0.
I really hate games that punish you for taking too long on a level. I can understand timed levels (like those in the Mario games), but I'm talking about the ones that don't have visible timers, and you don't realize until the game tells you that you've spent too much time on a level. I remember getting blown out of a dungeon in Pokemon Mystery Dungeon. I seriously thought some giant Pokemon was going to come out of nowhere and kill my team.
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