In this thread; over used cliches and tropes in videogames. Starting with a simple one, red barrels always blow up when shot at or hit hard.
You're walking along and you come across some healing items, then some ammo, and maybe a save spot. Pretty safe to assume you're about to walk into a wide open room for a boss fight.
Playing as some strongest guy or whatever who drowns if he falls in water if he doesn't just fall through it like the water wasn't even there.
>>14088 I dislike how every sandbox uses the same exact mechanics. There's going to be automatic parkour, following footsteps, lots of unsubstantial collectibles and some light stealth system. Most of those mechanics aren't even fun, but they just get repeated in every game, doesn't matter the setting.
I've noticed that whatever gimmick or special tool a particular game has, they'll take it away from you and make you play without it for a short time, usually around 3/4ths of the way into the game.
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