Unpopular Opinions about Video Games

Hideo Kojima is a hack, and left to his own devices, can only develop self masturbatory dreck that loses tens of millions. Any Metal Gear he made that didn't have Fukushima as co writer was total ass. I'm not saying the guy was the key part, but there is a fundamental change to the storytelling and direction from MGS3 to 4. He was only involved in pre production and has been missing ever since.

Death Stranding is a pile of shit, and it's so far up it's own ass, and devotes a few scenes of exposition to try and explain the convoluted and uninteresting story to the player and it never draws you in. It feels very much like that shitty Beyond: Two Souls game.

He's only developing games now to feed his own fucking ego and further hob knob with pedowood actors and directors, since they'll never give him a movie.
Any Metal Gear game that wasn't heavily reworked by Jeremy Blaustein had shit writing. He managed to give at least a veneer of military professionalism and restraint (relatively speaking) to MGS1 that mitigated the worst excesses of comically overwrought melodrama in every other game in the series.

Not one of those fucking Nips could even get a job on a daytime soap opera. The fact that Kojima (or Fukushima, if that's your preference) is widely considered a genius auteur is a scathing indictment of the entire industry.
Maybe a very unpopular opinion, but to me the best Metal Gear game is Metal Gear Rising. MGS3 was pretty great though.

While I think Hayter is a a drooling dyed in the wool liberal retard, he's always embraced the role and has always been overwhelmingly nice to fans. He defined cool voice acting for 20 years. It was the first VA in gaming I took seriously.
People said similar things about Kevin Conroy, the voice of Batman who passed away a couple weeks ago. The guy was a gay leftist, but beloved to all Batman fans because he was always extremely kind to everyone who met him.

I never reached that point, but I hated it when I discovered it. You weren't Big Boss the whole time, just some schmo that's been brainwashed into thinking he's Big Boss.
The whole game felt utterly pointless. Unnecessary twist meant to explain a plot point in the original MG2 that didn't even do a good job because the game was rushed, and the mission explaining Liquid Snake was cut entirely. The whole game is a pain in the ass, you spend more time traveling and waiting than actually doing the mission, and the missions in massive empty areas are just plain irritating. The game was basically this Onion article: https://www.theonion.com/ultra-realistic-modern-warfare-game-features-awaiting-o-1819594864
 
I am playing though cyberpunk 2077 again, and honestly I think it soured me on open world games as a whole. As big and as beautiful Night City is, it is so hollow and devoid of activities that it doesn't warrant the open world, so traveling and exploring becomes a pain. But the problem is that most if not all open world games are like this. The last open world game I enjoyed playing to completion was black flag because I liked the pirate ship gimmick too much. I think Yakuza did open world right: a small district filled with a wide variety of activities that don't always involve the core gameplay. It keeps the story pacing tight due to short travel times and actually has fun side activities, so you don't get bored just doing the same thing over and over again. Also, it allows more resources to be put into gameplay, stories, and level design.
Open world games need to be dense. Map size doesn't matter if you're not really doing that much. I haven't played Yakuza, but I felt the Arkham games did a pretty good job. Limiting the side missions to be mostly actual story missions with a lot of effort put in.
 
As big and as beautiful Night City is, it is so hollow and devoid of activities that it doesn't warrant the open world, so traveling and exploring becomes a pain.
This is how I felt about Elden Ring and Days Gone. Most of the games are dicking around in the woods and occasionally stumbling on something to do.
 
I am playing though cyberpunk 2077 again, and honestly I think it soured me on open world games as a whole. As big and as beautiful Night City is, it is so hollow and devoid of activities that it doesn't warrant the open world, so traveling and exploring becomes a pain. But the problem is that most if not all open world games are like this. The last open world game I enjoyed playing to completion was black flag because I liked the pirate ship gimmick too much. I think Yakuza did open world right: a small district filled with a wide variety of activities that don't always involve the core gameplay. It keeps the story pacing tight due to short travel times and actually has fun side activities, so you don't get bored just doing the same thing over and over again. Also, it allows more resources to be put into gameplay, stories, and level design.
To be fair, it's a CDPR game. If you expect any level of quality from them, you might wanna get checked out for being legally retarded.

Give me my trashcans, I don't care, fuck those polish faggots, Witcher sucks ass, Edgerunner is only popular because of the literal porn they put on youtube, and the loli-bait they keep flashing around.
 
MW2019 is not a bad game, per se. It's just not a good Call of Duty.

It's a mechanically solid shooter with a decent, if over cinematic campaign. It does many things right to evolve Call of Duty as a relevant shooter.

But, its identity suffers with being tactical and serious when Call of Duty was never that to begin with. It's a Battlefield imitator with twitchy mechanics engrained in its DNA. Maps are too big for Call of Duty, team composition is non existent, balance is skewed thanks to bad spawning and manipulative skill based matchmaking.
 
This is how I felt about Elden Ring and Days Gone. Most of the games are dicking around in the woods and occasionally stumbling on something to do.
Something that bothered me about Elden Ring was that the world was both large and compact. It means there are enemies and mobs almost everywhere. They are almost completely blind and tethered to a spot so bee-lining across the map is like a license test in a racing game where you have to weave between cones except there's rarely any difficulty to it.
I understand why it's like that, with all those mobs traversing a world that large would be a nightmare if they could easily spot and pursue you. But I find it immersion breaking, the world doesn't feel alive, it feels like an MMO. Dungeons though, they're good, the enemy AI/behavior is made for those.
 
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The whole game felt utterly pointless. Unnecessary twist meant to explain a plot point in the original MG2 that didn't even do a good job because the game was rushed, and the mission explaining Liquid Snake was cut entirely. The whole game is a pain in the ass, you spend more time traveling and waiting than actually doing the mission, and the missions in massive empty areas are just plain irritating. The game was basically this Onion article: https://www.theonion.com/ultra-realistic-modern-warfare-game-features-awaiting-o-1819594864
The annoying thing about the empty feeling is that fanboys will justify it as Kojima being brilliant because it ties into the theme of the game.

It's a shame too because I loved the attention and detail given to the Ground Zeros and wish MGV had 10 ground zeros sized maps with the same amout of polish vs two big empty ones. The least they could have done is reuse one of the better ideas from 4 and have Snake sneak though active warzones as an unwanted 3rd party. I thought it was going to go that way when you rescue the Mujahideen dude but the plot drops him entirely.
 
Unpopular Opinion

Metal Gear Survive isn't a good game, but it managed to use the environment better than MGS V did.
I still argue Survive is one of the best survival horror games in a long time, and I'm not sure if that speaks more to how much I like blind running through environments dodging threats, gathering resources, or how shit all survival horror has been.
 
I still argue Survive is one of the best survival horror games in a long time, and I'm not sure if that speaks more to how much I like blind running through environments dodging threats, gathering resources, or how shit all survival horror has been.
I agree. Survive was a better showcase for how FOX could do with survival horror than MGS V was for open world tactical military.

The part where you have to go through...I think it was the remains of the medical platform? Maybe it was a tanker?

Anyway it's super dark, super misty, and then you fall into that room filled with the weird spider like things? Like say what you will about the gameplay loop but that one part specifically stood out to me for how atmospheric it was.
 
SUPERHOT
  • Cool storyline concept
  • Very interesting gameplay loop
  • Stylistic as fuck in all the right ways
  • Just not fun. I'm a man who loves both puzzles and shooters, and it just didn't work for me, and that's super frustrating because it was really popular and well liked.
 
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MW2019 is not a bad game, per se. It's just not a good Call of Duty.

It's a mechanically solid shooter with a decent, if over cinematic campaign. It does many things right to evolve Call of Duty as a relevant shooter.

But, its identity suffers with being tactical and serious when Call of Duty was never that to begin with. It's a Battlefield imitator with twitchy mechanics engrained in its DNA. Maps are too big for Call of Duty, team composition is non existent, balance is skewed thanks to bad spawning and manipulative skill based matchmaking.

I take it you never played COD4 or WaW, because you are significantly faster and more agile in MW 2019 than either of those games, and there are no maps in the regular rotation as big as Overgrown or Seelow, which regularly ended without either team hitting the max kill count. Not really sure if anything is truly as big as Downpour or Pipeline, but since you move so much faster, it's not apples to apples. Crash, Backlot, and Shipment all move much faster in MW 2019 than they did in COD4.

On top of that, there were constant Shoothouse and Shipment 24/7 lobbies, so if having to walk more than four steps after spawning before getting your 720 nosk0p double-kill for your stream really pisses you off, MW 2019 had you covered. Nuketown 24/7 was not how COD started out.
 
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The annoying thing about the empty feeling is that fanboys will justify it as Kojima being brilliant because it ties into the theme of the game.

It's a shame too because I loved the attention and detail given to the Ground Zeros and wish MGV had 10 ground zeros sized maps with the same amout of polish vs two big empty ones. The least they could have done is reuse one of the better ideas from 4 and have Snake sneak though active warzones as an unwanted 3rd party. I thought it was going to go that way when you rescue the Mujahideen dude but the plot drops him entirely.
GZ was very much false advertising for the full game. It's just a barren wasteland simulator with barely any wild life. It still baffles me you have blades of grass in MGS3 that could collapse under weight, but everything is plastic in V and doesn't move. The AI is pretty terrible as well. I think the AIs of the older games work way better since they're built around set pieces which were tightly constructed.

He only made it open world because he was jealous of GTAV. He's pretty much said that in interviews leading up to it. And clearly was way out of his depth to do such a thing. I think open world Metal Gear could work, but I would rather go back to carefully constructed setpieces. MGS3 did that perfectly, to the point it doesn't even feel like it's linear.

One thing I really got sick of with Kojima was CONSTANTLY regurgitated MGS1. Huey Emmerich is Otacon's identical twin even down to the fucking hair, and has the same voice actor. Between shoving Liquid in it for some reason and it's not even Big Boss who he's interacting with. The Sneaking Suit being almost identical to Solid Snake's. Psycho Mantis going from just a Psychic that could move shit to levitating MG REX Gundam and creating giant firewhale hallucinations. And, implying through Quiet's alternate outfit that she's Sniper Wolf's mother.

I'm perfectly fine with callbacks to older games, but it felt very much like a crutch to give the player very weak nostalgia bait because he's hit a creative dead-end going on a decade at that point.
 
8 bit technology is sufficient for an accurate Dragon's Lair port, the NES devs were just lazy

Game Boy Color and the NES are two completely different beasts when it comes to programming for them. The NES is a giant collection of patchwork trickery because it is a console designed to play Donkey Kong in 1983. Game Boy Color is much more straightforward.

Just watch those cutscenes in Dragon's Lair GBC and think about how the NES only had a single background layer, and the sprite layer only supported 8 sprites per line.
 
GZ was very much false advertising for the full game. It's just a barren wasteland simulator with barely any wild life.
Yeah, and the wildlife doesn't even do much. You can't eat them. You can't pick up snakes and spiders and throw them at guards. And the big petting zoo you get is off on a different tanker, so is an extra loading screen to get to it.

The AI is pretty terrible as well. I think the AIs of the older games work way better since they're built around set pieces which were tightly constructed.
MGS 2 did it the best. Was the AI smart? No. But it sold the illusion of tactical teamwork. You had light patrol guys walking around getting regular radio checks and if something goes wrong they lock down the zone and send a proper strike team to breach and clear every room. It was tense and even though it's probably simple under the hood, it made me believe that I was dealing with a professional military organization. The other games never did the division of guard types again. For every other game, whenever you're caught, they just call for more of the same goons instead of calling in the cavalry to wreck your shit.

One thing I really got sick of with Kojima was CONSTANTLY regurgitated MGS1. Huey Emmerich is Otacon's identical twin even down to the fucking hair, and has the same voice actor. Between shoving Liquid in it for some reason and it's not even Big Boss who he's interacting with. The Sneaking Suit being almost identical to Solid Snake's. Psycho Mantis going from just a Psychic that could move shit to levitating MG REX Gundam and creating giant firewhale hallucinations. And, implying through Quiet's alternate outfit that she's Sniper Wolf's mother.
The Huey thing doesn't bug me and the sniper wolf thing is a stretch (I think it's just a fun Easter egg).

But shoehorning liquid and mantis in was annoying. The big thing about the game was BB dealing with the fallout of PW and GZ, but it focuses on MGS 1 characters just hanging out, not doing anything. I liked Skullface as a character and I would have scrapped Liquid, Mantis, and man on fire in favor of him working with a vengeful Amanda who is pissed at BB for getting Chico killed, so it wraps around back to PW and better fits with the themes of revenge.

I'm perfectly fine with callbacks to older games, but it felt very much like a crutch to give the player very weak nostalgia bait because he's hit a creative dead-end going on a decade at that point.
We already had the nostalgia bait game with MGS4 and I rather liked the ending and send off that game gave to BB and Snake.
 
SUPERHOT
  • Cool storyline concept
  • Very interesting gameplay loop
  • Stylistic as fuck in all the right ways
  • Just not fun. I'm a man who loves both puzzles and shooters, and it just didn't work for me, and that's super frustrating because it was really popular and well liked.
They changed the ending because of suicide "triggers", removing content in the process, but did nothing about the entire game involving murder and violence.

Those devs were such wimps.
 
But shoehorning liquid and mantis in was annoying. The big thing about the game was BB dealing with the fallout of PW and GZ, but it focuses on MGS 1 characters just hanging out, not doing anything.
The funniest thing is that fanboys like to claim that shoehorning Liquid and Mantis in was because unlike every other character in MGS1, Mantis had no stated connection to Big Boss. (well him and Decoy Octopus both I guess)

So basically, this was a genius move by Kojima to give Mantis a reason for even being around in MGS1, as it gives him a connection to Liquid and Ocelot and thus makes him a "Son of Big Boss" (even though it isn't Big Boss) or something.
 
I really never understood the absolute fellation for Kojima.
It's the same reason people fellate Alan Moore or George R.R. Martin: "subverting expectations", "deconstruction", treating moral relativism and nihilism as being "deep" or "complex", and other such pretentious, cynical horseshit.
 
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