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10 Video Game Enemies That Made You Turn The Console Off
WhatCulture
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16/03/2025
Sifu doesn't hold ANYTHING back.
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00:00
In so many ways, video game difficulty can just feel cheap. By definition of how it's coded,
00:05
a developer starts with enemies and design that would reduce you to a fine paste,
00:08
before working backwards, creating a space for the player to exist, counter-attack,
00:12
figure out what needs to be done and implemented, all while keeping the pressure on.
00:16
It's a ludicrously tough balancing act to get right, and though many of the following are
00:20
championed for pushing you to the absolute brink of losing it, there are those that go too far,
00:25
making you want to take a breather, reassess or give up altogether.
00:29
I'm Scott from RockCulture.com and these are 10 Video Game Enemies That Made You Turn The Console
00:33
Off.
00:34
Number 10, Flying Drone, Returnal.
00:36
Talk about the exact moment you noped out and walked away from a game.
00:40
Returnal is one of those titles that walk the very thin line of asking so much of the player,
00:45
literally pushing you to the brink of pure, utter frustration, while giving you enough
00:50
gameplay possibilities to potentially make it through. It's demanding and excruciatingly
00:55
difficult, this 3D take on the bullet hell genre sometimes wiping you out through the
00:59
environment because some enemy attacks can catch you anywhere, the screen often a snowstorm of
01:04
laser death waiting to ruin your current run. The suicide drones in third area Derelict Citadel
01:09
though, they're something else entirely. Barely giving you enough time to comprehend what's up
01:14
ahead, these things charge right at you, dealing a ton of damage or just one-shotting you,
01:19
with the only solution being a perfectly timed dodge, something you'll likely miss the first
01:24
handful of times. At time of writing, only 31% of people have overcome this third area,
01:30
with forum posts across the board citing this exact encounter on the stairs as when they put
01:34
Returnal down for good.
01:36
Number 9, Basilisks, Dark Souls.
01:39
There's nothing worse in video games than thinking your actual save is irrevocably broken.
01:44
That you've done something that means no matter what else can happen,
01:47
there's a world state or gameplay affecting issue locked to progression.
01:51
Enter the Dark Souls Basilisks, coming at you with leaps and swipes, but worst of all,
01:56
breathing a wide-reaching mist that turns your character to stone on the spot,
02:00
cursing you as a status effect. What does that mean? Well, your health is now halved. You can't
02:05
turn human to get help from other players, nor can you get any of the benefits of being human,
02:09
like increased healing from your estus flask. The many gotcha moments of Dark Souls are well
02:14
documented now, but discovering these creatures in a gated off sewer area surrounded by poisonous
02:20
slimes dropping from the ceiling was one hell of a sorry what reaction in 2011.
02:25
Number 8, Shinobi Hunter, Sekiro Shadows Die Twice.
02:28
Another quickie from the masters of I'm-a-head-out, Sekiro's Shinobi Hunter often ties
02:33
with the Chained Ogre as where a lot of people realise Shadows Die Twice just wasn't for them.
02:38
Where the ogre has legit broken hitboxes grabbing you with its football tackle dive even if you're
02:43
literally standing outside its arms, the Shinobi Hunter is the first enemy to demand you perfect
02:48
the makiri counter, an animation where you charge into its thrust attack to parry effectively.
02:53
The real brainbreaker is you're otherwise taught to avoid what's coming when this specific attack
02:57
icon appears on screen, but here it's the opposite. Because, from software.
03:02
Sekiro's whole thing is letting your muscle memory and reactions build over time to eventually nail
03:07
this, but so many players hated being poked and prodded from afar by this super quick enemy
03:12
anyway that even wanting to figure out the process was too much.
03:16
Lynels The Legend of Zelda, Breath of the Wild
03:19
Besides silver bokoblins being out of nowhere one-shot machine variants of otherwise starter
03:24
enemies, Breath of the Wild's first oh-guess-I'll-die-then moment comes with the Lynels.
03:29
Hulking centaur-like creatures bearing down on you with arcing swipes and mobility in equal measure,
03:34
if you've not mastered the game's slow-motion attack window that comes from a perfect dodge,
03:39
you're gonna go down over and over and over again.
03:42
Nintendo really know what they're playing with here too. Chances are the first Lynel you'll
03:46
find will be solo, wandering an open area fairly nonchalantly, letting you walk up and discover
03:52
this private hell all on your own. Later though, you'll end up trapped in circular rooms with one,
03:56
especially if you're seeing everything the final Hyrule Castle space has to offer,
04:00
and that's when you'll either survive or give up entirely.
04:04
The Honey Badger Far Cry 4
04:06
Whether it's Red Dead Redemption's panthers or Far Cry's own random eagle attacks,
04:10
some open-world games with realistic aping food chains like to throw a predator your way every
04:15
now and then. The Honey Badgers in Far Cry 4, though, took the cake. Ludicrously feral,
04:20
hyper-aggressive creatures designed to almost be wrestling kayfabe versions of their real-world
04:25
selves, they'll get all up in your face no matter if you're in combat or just strolling around the
04:29
environment. Brilliantly, even NPCs and enemies will turn their attention to these badgers,
04:34
firing wildly or collectively freaking out that a Honey Badger is carving its way across camp.
04:39
These miniature woodchippers will put an end to whatever you had planned,
04:42
but in a nod to how crazy OP they feel, follow-up Far Cry Primal did let you tame
04:47
them and wreak havoc yourself. Armoured Candaces
04:50
Gears of War 2 onwards. Gears' horde-mode runs were such a capital T time for 2000s gaming.
04:56
Introduced in Gears of War 2, the idea of tackling 50 waves of enemies with a set group of friends
05:01
is something I'd literally recommend to anyone. Also brought in across Gears 2 were the Candaces,
05:06
dodge-heavy twin-machine pistol-toting a-holes that were just annoying to pin down. Screaming
05:11
at you while their armoured variants soaked up a ton of damage, they'd even bring back
05:16
other downed enemies to keep the pressure on, if you weren't positioned well enough to flank and
05:19
stop them. As Horde is all about teamwork, the Candaces feel specifically designed to
05:24
exploit chinks in your group armour. As they can soak up a ludicrous amount of damage,
05:28
even standing inside a Hammer of Dawn's beam for what feels like forever,
05:32
any lone player trying to take one on would get wiped immediately. This often led to a clown car
05:37
of revives and downs that ended your glorious run to victory right there.
05:42
The Creeper Minecraft
05:44
You have to hand it to Mojang, making a game about building whatever shared utopian paradise
05:48
you like, but also including an enemy that even through a wall without you knowing,
05:52
could blast apart a solid afternoon's worth of survival and construction. Literally,
05:57
these things exist to slink up to you in total silence, stand there until you whirl around to
06:02
see their soulless faces, then blow up on the spot, obliterating everything, often including
06:06
yourself, in one swift move. Over the years, dedicated Minecraft builders simply won't
06:11
engage with the modes of the game that feature these things, but for any of us feeling Minecraft
06:15
out that very first time, they're a total menace. Jackal Snipers
06:20
Halo 2 on Legendary
06:22
Part of me just wanted to include every annoying hitscan ranged enemy here,
06:26
as from Uncharted to Spider-Man, all those Anor Londo archers in Dark Souls,
06:30
there's nothing more fun-killing than being wiped out from across the map.
06:34
Let's drill down on Halo's Jackal Snipers though. Not much of a bother on lower difficulties unless
06:38
you play your card spectacularly wrong, on Hard or especially Legendary, Jackal Snipers became
06:44
a meme, a shared infuriation from hardcore players, as their AI would always get the
06:48
better of you no matter what. It's precisely because they can be knocked out with a swift
06:53
melee that those end-of-fight killshots are so annoying. Chief's shields are already screaming
06:58
for a recharge, you know what's about to hit you, but you can't close the distance or evade
07:02
fast enough to avoid doing the whole thing over again. Throw in the occasional flood enemy with
07:07
a rocket launcher, and you're not making it through original Halo 2's toughest difficulty.
07:12
Sean, Sifu
07:13
The enemy that caused level completion percentages to halve from Sifu's first level to its second,
07:18
Sean had to be actively patched by developer SlowClap in the game's release week,
07:23
simply because he was stopping the majority of consumers seeing what the hell they'd just bought.
07:27
Obviously super tough early bosses have their place, hello Ninja Gaiden,
07:31
but the issue with Sean was that you barely knew what you were doing wrong.
07:34
Closing distance and coming at you with a range of swipe attacks that need to be
07:38
actively sway-dodged on the spot rather than tap-blocked or parried as Sifu had been prioritising,
07:43
scores of players would fight through the whole level, get destroyed by a boss using
07:47
a technique they could barely comprehend, and would give up entirely.
07:51
Honestly, mastering Sifu has been the most enjoyable and rewarding experience of my
07:55
gaming year so far in 2022. Getting its sway animations down almost breaks the game with
08:01
how many enemies and bosses you can then exploit, but boy if Sean isn't a massive
08:05
walking roadblock unless you really put the time in.
08:09
The Marauder
08:10
Doom Eternal
08:11
Single-handedly designed to be one of those enemies we talk about for the rest of time,
08:15
an awful encounter that actually binds us together through sheer shared hatred,
08:19
the Marauder might be the single reason only 36% of people on PlayStation have
08:24
finished Doom Eternal on any difficulty. Why? Because he requires a completely different
08:29
tack to any other enemy in the game. Where everything else can largely be taken down
08:33
through a glorious mix of tanking hits through armour, chainsaw health pickups and a lot of
08:37
gunfire, the Marauder can only be hit at all if you maintain a specific distance.
08:42
Too far and he'll throw energy bolts your way while unleashing a dog that's too close and the
08:46
shield goes up while it attacks with a devastating axe. The only way to do anything is maintain an
08:51
invisible amount of distance you have to feel out amongst the chaos, triggering a lightning-fast
08:56
attack that can finally be interrupted, giving you a millisecond of opportunity to get some hits in.
09:01
Doom Eternal's reputation feels notably mixed, even years after release.
09:05
I'd hazard to guess it's because of encounters like this.
09:08
And those are just 10 video game enemies that made you turn the console off.
09:12
Let me know your favourites down in the comments below and please subscribe
09:15
to the WhatCulture Gaming Podcast. For now, I've been Scott from WhatCulture.com,
09:19
and I'll catch you soon.
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