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00:00 "Could you kindly offer me an escort?"
00:02 Welcome to Mojo Plays, and today we're counting down our picks for the most difficult and stressful
00:08 missions in video games where we had to play babysitter. However, while we did consider
00:12 groups of escort missions, we're excluding full games.
00:16 "I'm getting you out of here."
00:17 Before we begin, we publish new content all week long,
00:21 so be sure to subscribe and ring the bell to get notified about our latest videos.
00:25 For Pete's sake. Earthworm Jim.
00:29 [Earthworm Jim theme]
00:34 Things get pretty silly in Earthworm Jim, but that doesn't stop this mission from being
00:38 extremely irritating. For Pete's sake has players accompany a strange pink dog through an enemy and
00:43 hazard-infested level. Shooting will make him duck, while your whip attack makes him jump.
00:48 Fortunately, Pete doesn't take damage when he's hit or falls into a pit.
00:52 Unfortunately, he briefly turns monstrous, grabs Jim, moves him backwards, and takes off some of
00:57 your own health. Having to redo sections can be irritating. It's especially annoying considering
01:02 how many enemies are packed into the level. Flying saucers can even stun you while Pete
01:06 merrily walks right into danger.
01:08 Proving Grounds. Bioshock.
01:16 "Yes. Now this is a big daddy."
01:19 In Bioshock, big daddies are imposing, hulking enemies that defend little sisters.
01:25 But when you finally put on one of their suits, you learn their job is actually pretty tough.
01:30 Late in the game, you'll make it to the appropriately named Proving Grounds,
01:33 where you must escort a helpless companion. While she gathers gene-altering atom from
01:37 corpses around the area, you have to fend off waves of addicted splicers seeking to tear her apart.
01:43 While you do have plenty of weapons and abilities, the little sister sure knows how to take her sweet
01:47 time. And it isn't as if the enemies are going to go easy on you.
01:54 Cruise Men. Jak 2.
01:55 Even if your companions have means to defend themselves, that doesn't mean they will.
02:06 Case in point, escorting cruise men in Jak 2. In this mission, the player accompanies three
02:12 armed men that we must assume have no idea how to use their weapons. That's the only explanation
02:17 for them needing constant rescue. The enemies in this section fire powerful laser beams,
02:21 which your compatriots will happily eat. But if one of the three dies, it's back to square one.
02:26 Even if you try to run ahead and kill some enemies before the group volunteers as cannon fodder,
02:31 others come up from behind. No need to preserve ammo with this one.
02:34 Galen's Escape. World of Warcraft.
02:49 World of Warcraft has seen many changes, expansions, and quests over its long history.
02:54 But one of its more annoying challenges was right there in the beginning.
02:57 Players came across an imprisoned Galen in the Swamp of Sorrows, asking for a way out,
03:02 becoming a nice snack for a group of monsters. However, almost immediately after freeing him
03:07 and agreeing to lead him to safety, Galen made us all regret it. There's only so many times we can
03:12 hear someone yell for help while running headfirst into enemies before we let them. It became common
03:18 practice for those in the know to kill as many surrounding enemies as possible before letting
03:22 Galen out of his cage. The Alchemist.
03:29 Spyro 2. Ripto's Rage.
03:31 Speaking of helpless NPCs that seem to have a death wish,
03:44 the Alchemist from Spyro 2 only brings up rotten memories for us. In Fracture Hills,
03:49 you'll come across Hunter the Cheetah, whose feet are encased in stone. The Alchemist that
03:53 can fix it is found nearby. But does he take the straightforward path? Of course not. He chooses
03:59 the longest route possible to reach Hunter, which also happens to have a bunch of giant stone smash
04:04 happy enemies on it. Instead of running to hide while the literal dragon handles things, the
04:09 Alchemist will make a beeline into the danger. Just one hit and the process starts over. Spare us.
04:15 Little Ollie. Psychonauts.
04:23 The meat circus level from Psychonauts is an infamous difficulty spike for those who played it,
04:36 and the beginning of your mental torture is heralded by young Ollie here.
04:40 Inside Coach Oleander's mind, players must follow his younger self through a myriad of dangers.
04:45 This section consists of tough-as-nails platforming made harder by knife-throwing foes.
04:49 There are also the demonic bunnies that descend on Ollie. And, obviously, being a child, he doesn't
04:54 have that much health to spare. If that wasn't obnoxious enough, he then leads you into a boss
04:59 fight. The levels following sections aren't any more forgiving, but at least you don't have a
05:04 clueless child to look after. Escorting Emma. Metal Gear Solid 2. Sons of Liberty.
05:15 Konami really wanted to test our patience with this one. During the Plant Chapter of Metal
05:30 Gear Solid 2, Raiden will need to get Emma Emmerich out of there, and it is an incredibly
05:35 irritating process. Part of the level is submerged in water, and Emma can't swim, so you have to
05:40 carry her on your back during those sections. Her life and oxygen bars are naturally much shorter
05:45 than yours, and even on foot you must hold her hand and walk slowly. Then, she'll probably freak
05:51 out at the slightest inconvenience, including bugs. While the actual mechanics aren't too
06:00 strenuous, having her with you makes everything harder, and even worse, far more tedious.
06:05 Survivor Missions. Dead Rising.
06:09 We've talked about escort missions with single characters running towards danger,
06:19 but in the original Dead Rising, Capcom included several dozen of them.
06:22 As Frank West navigates the zombie-infested mall, he'll come across some people who need
06:26 an extra hand. You can escort all of them to the mall's security room, a safe space,
06:31 but we have to wonder how many of them actually want to make it there alive.
06:35 With death inches away, Frank uses whatever he can find lying around as a weapon. But give these
06:40 survivors any type of defense, and they'll not only squander it, but run straight into the jaws
06:45 of the beast. Eileen's Missions. Silent Hill 4 - The Room.
06:53 Around the halfway point of Silent Hill 4, your character's neighbor, Eileen,
07:02 will begin joining you on missions. Her existence is enough to drastically increase the difficulty.
07:07 While she can't die or be damaged in the traditional sense, what happens is actually worse.
07:12 She's in danger of being possessed, and with every attack that lands, she grows a bit closer to being
07:17 lost. You can ease the effects by using holy candles, but the entire process is still more
07:22 nightmarish than most of what the game throws at you. She moves slowly and is such a poor fighter
07:27 that giving her a weapon just increases her chances of rushing in and getting mauled.
07:31 Her state when you're through also affects the ending, so no pressure.
07:35 Natalia - GoldenEye 007.
07:48 What's worse than an NPC that runs directly into an enemy's damage?
07:52 One that runs directly into yours. During the control chapter of this N64 classic,
07:57 James Bond must defend companion Natalia while she hacks into a computer. There are several issues
08:02 with this, including her slow as molasses pace and the large room in which this takes place.
08:07 No matter how many enemies you put down, they won't stop coming until she's done.
08:12 And since the room is fairly big, they can come from multiple directions. That means you have to
08:16 keep running around to keep her safe. Throughout the level, she'll also happily walk right in front
08:21 of you while you're trying to shoot. And naturally, if she dies, it's game over.
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08:36 [Music]