Unpopular Opinions about Video Games

The Street Fighter series has been dogshit since they moved to 3D. The dumb sumi brush effect for attacks is fucking stupid and needs to go away.

The designs for characters get worse and worse. Ken looked like the Dutch Boy paint kid in SF4, a dumb weebo surfer in SFV, and literally retarded in SFVI. And by and large, all the redesigns in the new one look horrible. The fact that every trailer and ad for it has to have nigger music is just another reason I don't need to pursue that series anymore. At least KOF and Tekken are what they've always been and continue to be.
 
Best turn based system imo is the Mario bros RPGs. The simple ability to time attacks and dodges makes the turn based structure actually interesting to play.
I liked Persona 5's turn based system, sussing out weaknesses, persuading demons, baton passing and the visual presentation makes it pretty enjoyable.

I feel like being very visually interesting and providing a lot of equally viable options for any one encounter is like bare minimum for a turn based system to be tolerable. Anything less and you might as well just be watching a bloated movie.
 
That being said, I stand the original NES Zelda is one of the worst, and not because technical limitations, but because wandering around and bombing every square of every wall, or trying to burn every tree, and trying to find the *one* that will burn isn't good game design, it's padding.

The three worst Zelda games (not including the handheld, can't speak on them), SS, WW, and NES, all share the same problem: They exist to waste your time with padding. At least NES has the excuse that that was the style of the time, due to NES carts containing slightly less data than a high rez picture of dickbutt.
Original NES Zelda is one of the best precisely because it doesn't waste any time with padding. Anybody who gets stuck should consult the hughjass map that came packed with the game. The way people talk you'd think the first quest was the second quest and the second quest was Tower of Druaga.

The best Pac-Man game is Pac-Man 256, the one that started out as a freemium mobile game by the developers of Crossy Road, a Frogger clone.

Most Pac-Man spinoffs suck total ass, too. Everyone knows and loves Pac-Man, but I've yet to meet a single person who can look at me in the eye and unironically say "Oh yeah, Professor Pac-Man's my shit"
Best Pac-Man is Pac-Man, a game so flawless that any change is a sidegrade at best. Endless Runner Pac-Man is a perversion, it's still Pac-Man (sort of) but I don't think I can do better than 7/10. Pac-Land and Pac-Attack are unironically my shit.

I liked Persona 5's turn based system, sussing out weaknesses, persuading demons, baton passing and the visual presentation makes it pretty enjoyable.

I feel like being very visually interesting and providing a lot of equally viable options for any one encounter is like bare minimum for a turn based system to be tolerable. Anything less and you might as well just be watching a bloated movie.
Ideal turn-based combat: no attack animations, dangerous enemies, a full round can be finished in maybe five seconds. That would probably rule out well over 99% of JRPGS but pedoweeb dungeon crawlers sometimes do it right, if you turn the animations off.

The Street Fighter series has been dogshit since they moved to 3D. [...] every trailer and ad for it has to have nigger music
 
Red Dead Redemption is much more fun than Red Dead Redemption 2
RDR2 was one of the most boring open world games I ever played. I really hated how the game tried to encourage you to do all of those annoying chores at the camp like feeding the chickens and picking up and carrying bales of hay for the horses and pitching in the donation box to "upgrade" your camp. RDR1 had none of that bullshit.
 
Ideal turn-based combat: no attack animations, dangerous enemies, a full round can be finished in maybe five seconds. That would probably rule out well over 99% of JRPGS but pedoweeb dungeon crawlers sometimes do it right, if you turn the animations off.
If you're an autist, yea.

JRPG turn based systems are outdated and stupid.
 
RDR2 was one of the most boring open world games I ever played. I really hated how the game tried to encourage you to do all of those annoying chores at the camp like feeding the chickens and picking up and carrying bales of hay for the horses and pitching in the donation box to "upgrade" your camp. RDR1 had none of that bullshit.
You don't have to do chores to upgrade your camp, literally all they do is give you minor honor points. You gotta basically slap money and a bunch've materials down though because not a soul else in your game is gonna do it. I'm really not sure why they added chores beyond 'look, interactivity and roleplaying'!
 
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That being said, I stand the original NES Zelda is one of the worst, and not because technical limitations, but because wandering around and bombing every square of every wall, or trying to burn every tree, and trying to find the *one* that will burn isn't good game design, it's padding.
I freaking love Zelda 1, but I cannot defend the pixel hunt random secrets. Especially considering how some are found by burning bushes, but for a long time, your candle will only work once per screen transition. It'd make sense if there were patterns or indicators to hint at possible secrets, like in later games, but, no. You're completely on your own.

The three worst Zelda games (not including the handheld, can't speak on them), SS, WW, and NES, all share the same problem: They exist to waste your time with padding. At least NES has the excuse that that was the style of the time, due to NES carts containing slightly less data than a high rez picture of dickbutt.
Agreed with SS and WW (actually, SS and TP imo), but come on, the DS Zelda games are some awful shit.
 
I liked Persona 5's turn based system, sussing out weaknesses, persuading demons, baton passing and the visual presentation makes it pretty enjoyable.

It also helps that once you figure out a particular enemies weaknesses the fights usually only last a few seconds and attack/spell animations are really short. It makes the whole thing feel much more dynamic than other JRPGs.
 
Agreed with SS and WW (actually, SS and TP imo), but come on, the DS Zelda games are some awful shit.
I will not tolerate any TP Slander, but I'm not saying the DS games are good, I'm just saying I have no right to say they're shit, considering I took one look at them, saw they were related to WW, saw that faggot Linebeck, and steered clear. I don't like talking shit about games I don't play.
 
JRPGs are shit, they're all shit, they've pretty much all been shit forever. Dragon Quest VIII was extremely fun, and I don't really know why.

Also, every Diablo game is shit. The core mechanics are:
  1. Loot-farming, i.e. the challenge is to endure enough boredom to get a good enough drop to survive.
  2. Avoiding trap options, i.e. did you read a guide before you built your character, or were you a retard who stupidly thought options that sounded cool would actually be good, and not fuck you over when high-level abilities that you don't even know about now get unlocked?
Shit game, shit concept, literally exists to make people think being able to be bored and read strategy guides makes you good at a game.
 
JRPG turn based systems are outdated and stupid.
JRPGs seemingly all want to push toward shitty action-oriented combat, which I'd contend is the worst of both worlds. I want turn-based games to tease my brain with a lot of strategic depth and I want action games to be responsive, viscerally-satisfying tests of my timing and reflexes.

I don't know who that half-way shit is for, but you end up with all the weaknesses and none of the strengths of either genre.
 
JRPGs seemingly all want to push toward shitty action-oriented combat, which I'd contend is the worst of both worlds. I want turn-based games to tease my brain with a lot of strategic depth and I want action games to be responsive, viscerally-satisfying tests of my timing and reflexes.

I don't know who that half-way shit is for, but you end up with all the weaknesses and none of the strengths of either genre.
Yea stuff like Tactics Ogre kinda proves that the base RPG system is not inherently wrong, it's just dull and bare bones and really needs to be improved upon.

But yea, looking at FromSoftware's older titles, I'm really disappointed at how one-trick-pony they are. They've been doing nothing but 'souls likes' for 25ish years, rehashing the same swordplay and bad game mechanics and lazy story telling since the beginning.
 
If you're an autist, yea.

JRPG turn based systems are outdated and stupid.
I know normalcattle prefer watching animations to actually interacting with a video game but this is the unpopular opinion thread after all. A good menu combat system abstracts away some tedium, resolves encounters quickly, and still makes sure you pay attention to what you're doing. wRPGs are pretty proud of moving dudes around on a grid but you don't need a 250 IQ to pick "burst shot aimed at eyes (98%)" and reload if the rng screws you. SRPGs are fine, that's just not every game. Unskippable battle animations should never have existed.

Also, every Diablo game is shit. The core mechanics are:
  1. Loot-farming, i.e. the challenge is to endure enough boredom to get a good enough drop to survive.
  2. Avoiding trap options, i.e. did you read a guide before you built your character, or were you a retard who stupidly thought options that sounded cool would actually be good, and not fuck you over when high-level abilities that you don't even know about now get unlocked?
Shit game, shit concept, literally exists to make people think being able to be bored and read strategy guides makes you good at a game.
Diablo is merely a degenerate form of Angband. You have also described why skill trees are retarded generally. Gaymers love to pick out different options for their video game fursona, like dressing up a Barbie doll, but it's just a hidden difficulty select.

I freaking love Zelda 1, but I cannot defend the pixel hunt random secrets. Especially considering how some are found by burning bushes, but for a long time, your candle will only work once per screen transition. It'd make sense if there were patterns or indicators to hint at possible secrets, like in later games, but, no. You're completely on your own.
I'd be kind of interested to see how many actually necessary items really are hidden in random bushes and walls . Maybe my memory fails me but the only things that come to mind are some of the later dungeon entrances, and even those have in-game clues. If you literally burn every bush I think you're mostly going to find money and stuff. When in doubt, rtfm.

map.jpg

(I refer to the 1st quest, all bets are off for the 2nd)
 
Diablo is merely a degenerate form of Angband. You have also described why skill trees are retarded generally. Gaymers love to pick out different options for their video game fursona, like dressing up a Barbie doll, but it's just a hidden difficulty select.

The correct way to make a skill tree is for the different options to actually be reasonably powerful, so different combos just affect the way you have to play. Some games do this well - you can play Witcher III and beat it with just about any build, even if being a tank is arguably easiest, it really all works. Diablo goes hard on trap options, which is just bullshit design.
 
The correct way to make a skill tree is for the different options to actually be reasonably powerful, so different combos just affect the way you have to play. Some games do this well - you can play Witcher III and beat it with just about any build, even if being a tank is arguably easiest, it really all works. Diablo goes hard on trap options, which is just bullshit design.
You can largely solve skill trees with easy respecs, which both Grim Dawn and City of Heroes did quite handily. Even if you can't perfectly balance all builds, letting people play around with the tools you give them as opposed to being forced to have a strategy guide in their laps at all times feels like the most user friendly solution
 
JRPGs seemingly all want to push toward shitty action-oriented combat, which I'd contend is the worst of both worlds. I want turn-based games to tease my brain with a lot of strategic depth and I want action games to be responsive, viscerally-satisfying tests of my timing and reflexes.

I don't know who that half-way shit is for, but you end up with all the weaknesses and none of the strengths of either genre.
You can't go wrong with classic hack & slash gameplay for an action JRPG
 
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