Unpopular Opinions about Video Games

I'm sure somewhere in someone's head a RTS that is stylized as a "battle of the bands" with a heavy metal aesthetic design sounds like a great idea, and Tim Schafer did 100% create that vision. it is just a terrible thing to sell due to the average metal fan not wanting an RTS especially on fucking console which isn't designed for that genre very well.
I think in that particular case its more of an issue of grabbing a "lorefag" type of creative. All they care about is flash and mimicking what good content (fantasy books) looks like superficially (self-fellating lore), without caring about anything of substance (the characters, story, writing). Seems to me like Brutal Legend was all about coming up with the artsy cool idea first and the gameplay being the afterthought. I agree with your post though.
 
I'm sure somewhere in someone's head a RTS that is stylized as a "battle of the bands" with a heavy metal aesthetic design sounds like a great idea, and Tim Schafer did 100% create that vision. it is just a terrible thing to sell due to the average metal fan not wanting an RTS especially on fucking console which isn't designed for that genre very well.
Probably why they really downplayed the RTS stuff in the marketing. If you watched some trailers and played the demo you'd think you were buying a heavy metal hack and slash game so after the first few hours when the rest of the game becomes mostly RTS battles I could see people not being thrilled. It's a real damned if you do damned if you don't sort of thing.
 
In short, you don't want the video game equivalent of George Lucas an infinite amount of money or he'll create some insane nonsense project that at best gets a reasonable following but it isn't a following that can recoup 6 years of production of what was supposed to be a 4 year project and 300M dollars after they went overbudget twice and had to get more money because their project can't be finished without it (Or you rush some unfinished crap out the door ala No Man's Sky 1.0 for example).

Projects are hard, and the bigger they are the harder they get.
I think Obsidian was at their best when someone on the outside was cracking the whip and telling them to git it dun or else... Their contract work like KOTOR2 and New Vegas was really good despite all the pressure and short dev cycle, but that also meant that they knew what budget they had in both time and money and was forced to allocate their resources accordingly. Alpha Protocol was neat but the beatings should have begun on day one, not year three, they were allowed to faff around for far too long.
 
I sometimes dislike the fact that video games use “wokeness” to send out your Message™ to people that don’t buy or play video games, and use your agitprop as a stepping stool to get a higher promotion.

You really don’t care that much for money and you’d like to see other hard working game developers or other behind the scenes workers in game development to lose their jobs or see said game studio go bankrupt?

Why did you get into video games if you don’t like the profession or the people that are in it, while not liking the idea of making money? It seems rather counterproductive.
 
Why did you get into video games if you don’t like the profession or the people that are in it, while not liking the idea of making money? It seems rather counterproductive.
Because it's not about the money or liking the craft, it's about sending a message.
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As for an unpopular opinion, I would love if more roguelike games implemented a body damage system similar to the one in DF adventure mode, Cataclysm DDA would be great if it had that, dunno how it would be done in dungeon crawl stone soup, but I think it could be done in an enjoyable manner too, you could even add a complexity of wounds system to incentivize better potions and healing magic of different levels outside of regeneration and vampiric draining.
 
Make a dwarf wrestler with superhuman strength and you'll see how it breaks down quickly
I know it's unbalanced but I just find that it's extremely fun and makes each individual encounter a blast. I once played as a demigod superhuman strenght elephant man once and put all of my starting skill points into wrestler, striker, kicker, fighter and dodger.
Kicking randoms in their shins or breaking their legs with leg locks and seeing the combat log telling me how their bones were crushed and many nerves and ligaments were torn rendering them unable to walk is more interesting than some generic "critical hit! Leg took 50 DMG, random raider's leg is crippled". Same when you pick up a guy and throw him at a tree and the log states that they've had multiple internal rib fractures from the impact, puncturing their lungs and tearing major artieries, causing them to throw up till they pass out from blood loss.
 
I think Obsidian was at their best when someone on the outside was cracking the whip and telling them to git it dun or else... Their contract work like KOTOR2 and New Vegas was really good despite all the pressure and short dev cycle, but that also meant that they knew what budget they had in both time and money and was forced to allocate their resources accordingly. Alpha Protocol was neat but the beatings should have begun on day one, not year three, they were allowed to faff around for far too long.
People really like this theory but I don't think it's true. Dungeon Siege III, Stick of Truth, and the Neverwinter Nights 2 OC were contract work with publisher oversight and they all kinda sucked.
 
I think grinding in video games is a literal waste of time, as it isn't fun, and is just doing work without any of the benifits. I never played MMOs in my entire life, because they seem boring.
the only mmorpg besides eve that I ever invested any time in was specifically anti-grind. Guild wars 1, the original. While you didn't have to grind for progression, you could grind for rare skin drops on weapons and armor but it wasn't really a grind as the content was challenging, and if you were able to solo it you could charge people. One of the most underrated mmorpgs. No subscription fee, no cash shop. no micro transactions, no grinding, you bought the game and the expansions which were 30usd a piece, or after a few years get the whole game for 60 bucks and play forever. It's still up and while not super active there's still a player base. You could pick up the game day 1 and play end game PvP. People had to invent ways to hardcore grind for progression like making "pre-searing" characters which was basically trying to max level your character by only playing the tutorial section. Anyway, sadly games like this are unicorns, and in modern times extinct.

I don't understand how people play games like Lost Ark, which is essentially a shitty mobile game where all of your progression is RNG locked behind gambling and all of the content is time-gated. But you can dress up as cat in a bikini!
 
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The field of view in Warcraft 3 is so ludicrously small that it seems like a cruel prank on the player and I don't care how much autists protest with "it's supposed to be that way!" or "but it's an all-time classic!"

I think grinding in video games is a literal waste of time, as it isn't fun
Grinding is a waste of time and not fun by definition. When it isn't, people just call it "playing the game".
 
Wario only has a few good games, he's relegated mostly to shitty offbeat platformers and uninteresting microgame compilations.

Aside of Master of Disguise, i'd say all Wario Land games are at the very least descent, if not better platformers than many Mario games in general, like Wario Land on the VB is the only good game in the console, Wario Land GB is way better than Mario Land 1, Wario Land 2 is a good puzzle platformer with many alternate routes, Wario Land 3 plays almost like a Metroidvania etc.

I don't disagree with microgame compilations though, kinda sucks how Wario Ware pretty much killed the Land series, i guess with them being minigame compilations they're cheaper to produce and probably sell more than the Land games.
 
I agree, but a lot of people thought that because it didn’t have overt chest thumping propaganda that meant it was based (despite its covert subtle propaganda)
Some of it was a bit over the top and cringe. Like that one mission where some old guy asks you to find his stuff in an abandoned house and it turns out he was a slave owner or something so you scream at him about being an evil white nationalist slaver. That felt a bit ham fisted.
 
Insomniac should've moved on from Ratchet and Clank when the PS2 era ended. I hated the Ratchet and Clank PS3 games they ran that shit into the ground.
Not quite. They were more story focused with the PS3 era. It arguably went downhill after the Future saga because Sony wanted more R&Cs after A Crack in Time and Insomniac wanted to "experiment."

There are a few plot holes with the Future saga that may not intertwine with the original trilogy.
 
I like Farcry 5, especially with just a couple of mods (Better Ballistics and Alternate Armaments for the cult). I'm fully aware of it's problems and stuff stripped down, but the general idea of fighting an American doomsday cult is one I've always wanted to see, and I especially liked seeing 2nd amendment loving rednecks as the GOOD GUYS. Whole thing played out like a 70's or 80's action/exploitation movie.

Oh, and yes, I did play a female character by choice, fuck you. I WOULD have played a male if I could remake Powers Booth from Southern Comfort, but ya didn't give me the option.
 
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A Daikatana remake would probably be really awesome with the correct changes and improvements to the plot and gameplay.

Edit: Also its best to remake something that had unfulfilled potential rather than something that was done to perfection *looks at KOTOR and Dead Space*
 
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Oh, and yes, I did play a female character by choice, fuck you. I WOULD have played a male if I could remake Powers Booth from Southern Comfort, but ya didn't give me the option.
I was going to do that, but you cannot even see your character outside of death. So, what's the point?
 
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