I am increasingly becoming frustrated with some games nowadays that are a particular genre and then at some point through the game they introduce a section that is in complete contrast to the rest of the game and it either frustrates or just does not work and is effectively a barrier to you enjoying/completing the game. It seriously makes me wonder what game designers are up to. I would love to sit in one of their meetings when they discuss these bit. I always imagine the conversation going somewhere along the lines of; "okay, so now how do we really frustrate our audience now"? lol
Anyway, recent examples of this that come to mind are:
Call of Juarez: Bound in Blood. I love this game - it is a great FPS section. However it is still sitting on my shelf unfinished because I simply cannot get past a particular quick draw section. I could probably do it if I sat here and just kept plugging away at it, but why should I when I am not enjoying it? However it is stopping me enjoying the rest of the game.
Mini Ninjas - To avoid spoilers for those who have not completed it: The slippery slidy bit near the end. A complete genre change, and not a good one. Completely unplayable and took me a good 15 to 20 attempts to get past. Why why why?
So anyone else got an example? And anyone care to venture as to why game designers do this and/or how these get beyond quality control?

Anyway, recent examples of this that come to mind are:
Call of Juarez: Bound in Blood. I love this game - it is a great FPS section. However it is still sitting on my shelf unfinished because I simply cannot get past a particular quick draw section. I could probably do it if I sat here and just kept plugging away at it, but why should I when I am not enjoying it? However it is stopping me enjoying the rest of the game.
Mini Ninjas - To avoid spoilers for those who have not completed it: The slippery slidy bit near the end. A complete genre change, and not a good one. Completely unplayable and took me a good 15 to 20 attempts to get past. Why why why?
So anyone else got an example? And anyone care to venture as to why game designers do this and/or how these get beyond quality control?