That BF game, where the tutorial instructions were given in broken english by some manager from the company making the game. Pure cringe.
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The Darkness was pretty decent with tutorials, except for one particular part that involved moving a giant bell out of the way. A friend of mine who was watching me play at the time finally ended up telling me how to do it, because up to that point in the game - and this is a pretty far part into it, not like towards the beginning where tutorials usually happen - this mechanic was never mentioned or used at all. Even in the sequence of moving the bell (I assume to learn the skill??? idk), there are no prompts given to tell you how. It was the only frustrating part for me in an otherwise really cool and fun game.
The original Runescape for sure
Voices of the Void. Even though it does talk about the basics of the game, it really didn't make the important aspects of these basics that aren't known from other games clear at all.
It's a demo, however, so that's excusable, even if the tutorial was actually reworked too... I dunno why you need to launch it in order to get into the game though. :D
Exo-Primal. Seriously it is really, really fun. But the tutorial is awful. It's so slow-paced and then it takes a few hours of playing to really have the game show you what it is. By hour 7 or so though i was hooked and it's just kept delivering.
Limbus Company. Project Moon games are great but the tutorialization and UI design are both baffling.
Tunic, but that was kind of the point.
Acceleration of Suguri 2 has a tutorial that is just 9 pages talking about the games systems telling you about how specific buttons are for what attacks and which button combinations and other stuff, but it never tells you what those buttons actually are, it just says they are the attack A, attack B, dash button, hyper button, super button. It took me an hour of playing the game to figure out what all of the buttons were.
This is super common with fighting games. The expectation is that people will be playing on all kinds of input devices, many of them custom. I wonder if part of it comes from the older game’s tutorials being written for arcade cabinets where that’s how the buttons were actually labeled
Raft is really fun but explains very little about how things work.
Guild Wars 2 falls into this category for me. Being from the boom of MMORPGs I'm not sure if the deva figured everyone would just get it kr what. The game has a lot of odd choices in places and it does a poor job explaining those choices or even pointing them out.