Quote Originally Posted by Forsaken Lover View Post
Why even make this thread, Wolf? We both know the answer.

I honestly don't consider it that bad. The platform sections can be a bit annoying if you lack patience but it really wasn't all that bad.

Most of FFII's dungeons are terrible: bland environments, unnecessarily long, one of the highest encounter rates in the series, and rooms that have a 20% chance of having a treasure chest (which you probably can't carry because the inventory system in this game is criminal) and the other 80% is an empty room that transports you right in the middle for inexplicable reasons and has even higher encounter rates than normal. Yeah no thank you, there's old school hard and then there's that bulltrout. Special mention goes to Deist Cave for forcing you to go through it twice, and Tropical Island, which feels completely unnecessary to the plot and and just serves to prolong the game.

FFXIII: Uninspired and Lazy Dungeon Design The Game. Special mention for it's slightly less awful grandfather Xenosaga Episode II. Also special mention goes to FFX which layed the foundation for both game's terribly linear tube design.

Highfort from Breath of Fire 2, this dungeon is a nightmare if you are like me and felt Sten was a poor man's red mage who deserved to stay home and never brought him along; only to learn he has a solo boss battle and will force you to be stuck in this lousy dungeon for hours while you drag his crippled monkey ass through it.

Mother smurfing Steam Wood from Brave Fencer Musashi. Combine the worst platfroming aspects of the Babel Tower from Xenogears and add a time limit to it. Still doesn't sound bad to you? Well the game will let you do it all over again except throw even worse obstacles to try to get around and reduce the time limit to the point you have to perform the whole thing flawlessly if you hope to pass.

FFIV:TAY - the final dungeon... Just so... long... It's like Tokita felt the final dungeon gauntlet in FFIII was too easy.

Deep Jungle (Tarzan's World) from KH1, confusing layout with upper area that will easily knock you to lower stages if you fall? Check. Trickly swinging rope mechanics that often require a song and prayer to land on that are the result of falling back down to the lower areas? Check. Confusing map layout that makes Wonderland confused? Check? Worst 3D camera for platforming that loves to reverse back to default view while you're in mid-jump and reverses controls on you while doing so if your hand is still on them? Check.

Also while I'm discussing Kingdom Hearts 1, Atlantica. Say what you will about KH2 turning it into a musical rhythm game, that is a far cry better than a world that changes the control scheme on you and again conspires with the game's awful camera and targeting system to make sure every enemy on the screen gets their turn at a free shot on you. smurf Atlantica and it's underwater controls.

I'll probably think of more later.