- Visually muddled and unreadable game worlds patched over by "hold L3 to activate Eyeball Vision"
- Recognizing the need to pace progression with modes of interaction other than combat but failing to find interaction that is thematic or interesting and instead resorting to fucking Sokoban again
- Over-reliance on context-sensitive interaction prompts with, again, narrow little trigger volumes or required positioning, forcing me to shimmy a character into the exact position that allows me to interact with something – the AAA equivalent of a point-and-click adventure pixel hunt
- Adding parrying to a combat system does not automatically make it good
- If you do add parrying to a combat system, you have to be obsessively precise about the consistency of every animation and the frame data of every attack. No AAA studio is.
- I absolutely do not want to go through a combat encounter with an enemy that can only be interacted with through parrying.
- "There are four color-coded flavors of enemy attack, and you counter them by pressing these four buttons accordingly". Combat shouldn't be Simon Says!
- All your cutscenes are too long

