- Joined
- Apr 6, 2015
Final Fantasy peaked at VII and every game after that felt like an imitation of that game.
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Half-Life does that all the time. Especially 2.HL-style "cutscenes" aren't inherently a bad thing, is just that 99% of developers do them wrong.
HL games don't limit your movement
Fallout is a shitty jank shooter and people only play it for the world. VATS just makes the shooting slightly less garbage by letting you watch as heads explode.I thought this was an "unpopular opinions" thread my dude? Stop being bad at Vidya.
You're not wrong, but I don't know whether that's unpopular or not.Fallout is a shitty jank shooter and people only play it for the world. VATS just makes the shooting slightly less garbage by letting you watch as heads explode.
I learned the basics of high performance driving from the Gran Turismo 2 instruction manual.Final Fantasy peaked at VII and every game after that felt like an imitation of that game.
I have never played a shmup with a notable amount of text and I genuinely do not understand what the fuck I just read. However, arcade and arcade-adjacent games do benefit from some kind of narrative coherence. When your support ship buddies get massacred in Thunder Force IV, you know that the penultimate boss must be made to pay. There's some cool text explaining how you got the bastards at the end but it's rendered in baffling Engrish. Truly Fantasy Zone has the deepest lore, though: FZ2 has both an alignment system and a Space Harrier crossover.I dunno how "unpopular" an opinion this will be, but: I think shmups are better with stories. In fact, I think a well-told story can elevate a decent shmup into a fantastic and memorable experience.
To illustrate my point, I ask that you take a listen to this song here:
Yeah, yeah, it's Touhou music. Shut up, ZUN's a good composer.
In a vacuum, the music sounds pretty good, but the thing that elevates the song in my eye is the storyline context in which this music plays.
To quickly summarize the plot of Legacy of Lunatic Kingdom, a very angry mom teams up with Satan to extermine the race of Moon People to get revenge for the death of her son. As an escape plan, the Moon People plan to warp their Capital city to Earth. However, because they're afraid of Earth cooties, they intend to completely glass the Earth before they do so, exterminating all life in the process. Therefore, Reimu and company must put a stop to the madness before it gets out of hand.
The song I posted takes place during the "Extra Stage," some time after you've foiled Angry Mom's plans to exterminate the Moon People, so she whips out her Plan B: have Satan kill the Moon People while they're in stasis in the Dream World. With that context in mind, the tone of the music becomes clear. The song begins to feel very urgent, as the player and characters should be given the situation. After all, who knows what the Moon People might do if they get away with their heinous plan?
I've often heard it said that stories don't matter in shmups, but without LoLK's plot, I think the emotional response I get from this song in particular would be much more difficult to replicate.
I liked that in Dead Island you can drive around the island from the beginning. Dying Light didn't get vehicles until DLC.I like Dead Island more than Dying Light.
Dead Island took itself less serious and actually had funny moments. Dying Light has better gameplay, but the story is generic and gritty.
Final Fantasy VII also kind of felt like they were heavily basing it after VI. I mean, the characters were new, but at some point it just felt likeFinal Fantasy peaked at VII and every game after that felt like an imitation of that game.
I like it, but I get where you're coming from. I'm not a big fan of FPS games so its easier combat and focus on exploration was what drew me in. It also had amazing graphics and music.Metroid Prime was one of the worst FPSes I've ever played, and it's unbelievable to me that it's so well received. The Metroid series as a whole is pretty boring, but Metroid Prime feels like they took all of the worst aspects of Halo and crammed it into a completely toothless, boring excuse for an FPS. I figured at the time the hype and praise was cope because Gamecube finally had a new FPS all to itself, but Metroid Prime Trilogy on Wii became one of those rare and expensive games, and now there's a remake, and the game still looks like shit.
Why? I assume, with 100% certainty, that you're a PC player so what kind of mods will scratch your bug for thousands of hours? Iron sights?As someone with over 1k hours in EACH of those games
I can think of a few other examples of Shmups with narratives if need be.I have never played a shmup with a notable amount of text and I genuinely do not understand what the fuck I just read. However, arcade and arcade-adjacent games do benefit from some kind of narrative coherence. When your support ship buddies get massacred in Thunder Force IV, you know that the penultimate boss must be made to pay. There's some cool text explaining how you got the bastards at the end but it's rendered in baffling Engrish. Truly Fantasy Zone has the deepest lore, though: FZ2 has both an alignment system and a Space Harrier crossover.
Adding onto this, I hate how if you turn away, the dialogue gets softer, especially if it's difficult to know who's talking. I get that it's supposed to add to you being in the conversation but it's annoying, I can't magically hear someone better if I'm facing them versus being turned away.HL-style "cutscenes" aren't inherently a bad thing, is just that 99% of developers do them wrong.
HL games don't limit your movement and let you explore the enviroment for details (except on very few specific parts), which i know most of you won't give a shit about that detail, but to me it adds to the game, you don't REALLY have to pay attention and look at the NPCs talking to you, while other games basically force you to do so by restricting your movement and removing all your weapons until the NPC shuts up, Naughty Dog games and Duke Nukem Forever may be the worse examples of these, and it's very obvious when it happens.
RDR handled this well. Holding the X/A button would "lock" your horse's speed to your companion's. Since it was your companion setting the pace, the conversations would (usually) end by the time you reached the mission.Though I'll disagree on restricting movement, just because I like it when games slow you down so that you don't accidentally reach your destination before the conversation ends. For something like GTA I'd just pull the car over and wait until everyone was done talking.