@Auspice
That's a good question.
With Venetica, the story was actually pretty decent and the whole premise of the game was interesting. The problem actually came in combat - the hit boxes for the creatures when in combat were not consistent. It required you to practically stand on top of the creatures and clip into them to be able to hit them at times. There was more than one location where the starting of combat would crash the game to desktop or lock up the computer requiring a soft-reboot. Animations were always off from the dialogue and sometimes the cut scene animations were not complete showing blank faces or just a mouth and pair of eyeballs. Character movement was jilted and stiff which often required a lot of repositioning to access interactable objects.
As you progressed further into the game the "difficulty" increase made enemies spongier in terms of hit points and armor while the character scaling for damage on weapons or protection by armor, or the usefulness of skills, did not scale equally. So you ended up with a game with a ramping difficulty that created longer combats and more frequent deaths until you got through the combat more by luck than skill or character build.
Two Worlds, when it came out was just a buggy hot mess. The game would crash when doing setting transitions. Combat was bugged to such a point that there were enemies with ranged attacks that could see you from the other side of a mountain and clip their attacks through terrain to hit you. The movement controls for the character were terrible, were even standing directly in front of interactable objects would not detect you actually standing there - and requiring you to get on top of the object or position your camera so the character would clip into it to get the interaction command to appear. That's not all the problems but those are some of the worst.
Mars: War Logs was a game that also had a great premise and story idea. This game also had huge issues with hitbox detection for combat and since the early game locked you into melee combat this was a huge issue. It required the character to be practically on top of the monster to hit it, whereas the player had a wider hitbox the creatures could hit in their own melee without entering your melee range. The game also had crashing issues with zone transitions and at one point I encountered a game-breaking bug that would not let the game progress during dialogue in a cut-scene and would crash the game to desktop or lock the computer up altogether requiring a soft reboot. Playing the game through on another save file to see if it was a localization issue in that particular save game file, still presented the same problem.
It would be fair to note that some of these issues could have been patched out since then but I have not revisited the games since their initial releases.