The Game that Wouldn't End: It looks like I'm approaching the finale. My palms sweat, my heart palpitates. I take on the boss and get my butt kicked a few times but eventually win. Yes! Now give me the girl and roll credits. Oh wait, there's more dialogue with the boss. The boss takes on a second form. I beat that one. More dialogue. Another form. I beat it. It was the final form, but not the final boss! Now I have to visit every town again. Arrrgh, just let the fat girl sing already.
Tiny text: It seems developers sit just a foot away from their monitors and assume that's how we all play games. So what looks clear to them is just fuzzy to me when I'm playing on a large TV ten feet away. Oh well, at least I get some exercise by getting up from the couch to take a closer squint at the TV.
Characters not really interrupting each other: Lots of games with spoken dialogue has this problem. Person A is speaking, and Person B is supposed to rudely cut Person A off. But what instead happens is that Person A trails off into silence, then Person B chimes in. Persona 3 is the only game that handled interruptions correctly. Even if you had set the game to wait until you pressed a button before playing the next line of dialogue, the interrupter didn't wait. That's how it should be done. Strangely, Persona 4 and 5 messed up and brought the problem back.
Climactic theme for an anticlimactic scene: We got caught! The game's playing
thrilling chase music. The bad guys are on their way and I have to get out! But wait, let me first explore the room for loot. And then I'll hit Esc so I can adjust my inventory and play some audio logs I forgot about. By all means, game, continue playing that skull-rattling chase music, that's not annoying at all.