Creating an unforgettable video game is far from a flawless science. Even renowned titles often include segments that leave players questioning the design choices, prompting thoughts like, “What were they thinking?”

While we may not be game design experts, we certainly understand what makes gaming enjoyable. Levels that frustrate players often indicate a lapse in playtesting, where the focus may not have been on ensuring fun and balance.

These troublesome levels vary widely—from overly punitive challenges to unreasonable restrictions—that mar the overall experience of otherwise excellent games.

10 Road To Nowhere

Crash Bandicoot

The original Crash Bandicoot is notorious for its multitude of instant death traps and pitfalls, but most levels are manageable. However, *Road to Nowhere*, the 14th level, stands out as particularly vexing.

This stage consists of a precarious bridge riddled with missing planks and rogue wild hogs charging back and forth, all while players navigate precarious TNT stacks that demand near-perfect precision. The infamous jumping physics can make navigation feel almost impossible, leading many players to ditch the expected path in favor of walking along the support ropes—something far less frustrating.

9 Meat Circus

Psychonauts

While *Psychonauts* navigates through uniquely abstract mental landscapes, the experience can slow dramatically during the final level featuring Raz and Oleander’s intertwined minds—the *Meat Circus*.

With its unsettling aesthetic, the level features one of gaming’s most frustrating escort missions. Players must guide Oleander’s young self through a vast circus tent, dodging enemies while executing complex jumps across acrobatic sets. The tension escalates with an extended escape segment in which players must race against rising water while evading bombs thrown by Raz’s father.

8Proving Grounds

BioShock

Part of the allure of *BioShock* lies in its freedom to explore; players can traverse levels at their leisure, battling Splicers and scavenging resources. So, it’s quite perplexing that the penultimate level introduces a lengthy and tedious escort mission—*Proving Grounds*.

Players must protect a Little Sister as she collects ADAM amidst a wave of Splicers, with no checkpoints in sight. If she falls, it’s back to the start. The narrative behind this mechanic is shaky at best, as players wonder why they can’t simply carry the Sister instead of having her engage in this hazardous gathering.

7Security Hall

Sonic Adventure 2

The treasure-hunting portions of *Sonic Adventure 2* present varied experiences, often balancing the thrill of speed with strategic gathering. Yet, *Security Hall* pushes patience to its limits by imposing an unforgiving five-minute time constraint.

Breaking most previously established rules, players can only dig into specific safes, navigating a labyrinthine level filled with locked doors and deceptive routes. If the timer runs out, it resets the whole experience, causing significant frustration.

6Yiga Hideout

The Legend Of Zelda: Breath Of The Wild

Link is better known for his combat skills than stealth, making stealth sections in *The Legend of Zelda* series a rarity and often frustrating. In the *Yiga Clan* hideout, a mandatory stealth segment tests player patience as Link attempts to retrieve the Thunder Helm.

Despite his abilities like climbing and gliding, patrolling Yiga soldiers can easily catch him, leading to immediate attacks from fierce Blademasters. While players can attempt to fight, the chances of success are slim.

5Girl Power Station

Splatoon 2

The *Octo Expansion* for *Splatoon 2* is filled with unique tests, though some have gained a reputation for being excessively difficult. Among them, the *Girl Power Station* challenge is infamous for its simplicity combined with a steep difficulty curve.

In a 90-second test, players must defend a central orb against relentless waves of Octolings, escalating to elite versions. The rapid onslaught of enemies makes it nearly impossible to strategize and counter their aggressive tactics.

4The Water Hall

Resident Evil 4 (2005)

In the original *Resident Evil 4*, Ashley’s annoying tendencies are somewhat mitigated by her ability to keep out of harm’s way. This changes drastically in the *Water Hall*, where players must juggle between turning cranks while warding off Cultists trying to abduct her.

This tense dynamic forces players into a precarious situation where misfire often results in accidentally hitting Ashley, raising the stakes in an already chaotic environment.

3Quick Man’s Stage

Mega Man 2

Pitting players against an array of obstacles from the moment they start, it guarantees that any accumulated lives will vanish by its conclusion.

2A Quiet Exit

Metal Gear Solid V

Forced action sequences within stealth-focused titles can be particularly grating, as demonstrated in *Metal Gear Solid V*’s mission *A Quiet Exit*.Here, Snake is required to combat waves of Soviet Mechanized Units, which introduces a significant but misplaced shift in gameplay style.

Equipped only with limited supplies, players quickly find themselves overwhelmed. The necessity to resupply at Mother Base after a few unsuccessful attempts adds to the frustration, reflecting the mission’s imbalanced nature.

1Team Rocket Hideout

Pokemon Red & Blue

Stepping onto a spin tile sends players careening in the tile’s direction, often leading to unintended detours. The original Game Boy version exacerbated this with painfully slow mechanics, but the remake improved the speed, though it remains an irritating experience.

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