Unpopular Opinions about Video Games

Left-Ctrl is the one true crouch button and anyone who uses the 'C' key should be put to the sword.

I assume this is an unpopular opinion because every first person game desperately wants me to use C instead.
I disagree if crouch is toggle rather than hold, C key is fine and in a better position by being under D for toggle crouch.

Games minimum volumes should always be 0, been playing forza horizon 4 and I don't want to listen to the British voices in that game (I can go outside and do that) nor the music, however the lowest you can set their respected volumes is 1 not 0 so if you wanted a racing game where you can drive at high speeds with only the sound of the engine roaring through the British countryside and cities then you're out of luck you'll have to play with no sound. Also racing games need a Eurobeat radio station, shit rap, DnB, punk, streamer friendly copyright free stuff and basic bitch classical are boring and do not enhance the experience and I hate that the modern games don't let you make your own station, MGSV had this it's not that hard to do all it was a separate folder for your mp3s to go into then you could play the songs in game.

Also speaking of FH4 they have censoring for the license plates. You obviously can't put slurs in even with creative replacing the letters with numbers but the funniest censoring I found is that you can't have the number 1488 all in one but if you space the numbers out such as 14 (Insert anything) 88 the game accepts that. You can change the cars colour and Livery and with livery you can create everything offensive. Swastikas, Nigger towers where every letter has a following slur built around the over letters and the lot. The arbitrary nature of the censoring was very funny to me, if you gonna go that far for the license plates but complete anarchy for the liveries then what's the point in censoring license plates?
 
Left-Ctrl is the one true crouch button and anyone who uses the 'C' key should be put to the sword.

I assume this is an unpopular opinion because every first person game desperately wants me to use C instead.
Beside previous two replies.
Well, pretty much every FPS games nowadays have sliding (running + crouch) as thing for movement. So Shift+C is less fuck up than Shift+Ctrl and you can only slide forward not sideway.

Also, two old reasons for me, Half Life has long jump (crouch+jump, C + spacebar) and Warframe has bullet jump with similar keybind.
 
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then lock fun gameplay to the "evil" path.
I've had to make my self play games the fun way instead of the "good" way just to finish a lot of games these days. Dishonored and Metro Exodus specifically.
The Homefront games are my guilty pleasure, especially the most recent one.
Original Homefront was fun, and the multiplayer was good in a weird way.

I always know where I'm going in Skyrim, I always know basically what to expect, I always know what I need to accomplish, I always know I'm going to get some random loot once I do it, and the whole game is boring as fuck.
Combat being boring as sin is what kills it for me. There's only 4 enemy types, and they're all the worst implementation of them
 
In regards to Hotline Miami 2, I believe this was actually their intention.

From what I recall, they didn't really want to make the sequel or didn't enjoy making it or something. Whatever the case was, I believe they have flat out said that they wanted it to be a definitive ending so they could move on to whatever goofy experimental shit they wanted to do.

That doesn't excuse them if you think the rest of the story or game is shit or whatever, but yeah.

That makes a certain kind of sense - but I think I was trying to made a wider point about writing in games in general.

Going further with the comparison between Hotline Miami 2 and Kiss Me Deadly (1955) - first off, Kiss Me Deadly kind of killed the career of the guy who wrote the screenplay. The guy never wrote another script that saw production ever again.

Film Noir as a genre, was an arthouse rejection of the appealing romanticism around America that was otherwise prevalent in pop culture. Film Noir did no do sequels - in pretty much every film, the main character dies, or meets some otherwise miserable fate. Every writer approaching the genre basically had two objectives - to write a compelling descent into hell for the protagonist, and for the character to meet a creatively unique fate due to the circumstances they find themselves in.

When Kiss Me Deadly opted for "he dies in a nuclear explosion" - it's not just that the individual film itself had nowhere else to go, and no possibility for a sequel - it's that the entire genre had nowhere else to go. When you've gone to the level of nuclear bombs, there's not really any other character deaths/fates you can write that are able to top the level of shock and scale involved. People talk about Kiss Me Deadly because it's an incredibly obvious and easy marker for when the entire genre of Film Noir went creatively bankrupt.

So, to wrap it back round, it's why similar endings in games kinda signal a similar death in writing for games. When you've gone to that scale, where else can you really go? There was this brief, interesting window where games started playing around with similar themes to Film Noir - maybe you're not the good guy, maybe you're just being selfish, maybe this is a bad idea, etc. Shit like Spec Ops: The Line, Metal Gear Solid 2 - even the first few 3D GTA games.

But then games suddenly started blowing up characters in nuclear explosions. To me, it signals a kind of death in at least a certain kind of writing possible in games more than anything.

I mean, I only just realised that the last Call of Duty game I played is probably whatever one it is where your helicopter crashes in the middle of a nuclear explosion.

This was a lot of sperging about something I think only I'd be interested in reading.
 
I'm not relearning my crouch button muscle memory just because it's toggle-able.

This is exactly the kind of heresy I'm talking about - degenerates like you belong on a cross.
You will take my C key from my cold dead hands
 
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I agree with you, but reaching for left-ctrl has fucked up my pinkie at times so I understand the temptation to use the C button even if it is haram.
Why are you using your pinky? Use the side of your hand.

This is the proper way to use WASD. Clawhammer style.
38679000a63dd7973c9cfc5fdbc050eb21735cfe.jpg
Thumb on spacebar, just bend inwards at the knuckle to press it, flick the whole thumb inwards to hit ALT. Then a tight tucked claw formation on WASD, the area below the hands pinky knuckle on CTRL, slightly tilt the hand to press or hold down ctrl. Clawed pinky right between shift and capslock. Flick the pinky up to hit tab, pull it in 5mm and it presses shift.

This is the superior way and that is maybe my unpopular opinion, I don't know how other people play these days. It's fast, comfortable, no finger strain and a lot of things can be done just by rolling your wrist or shifting the weight of the hand.
 
Valorant is anti-skill.
It actually takes away from the skill required to play a game when you boil down combat to just "yeah any gun just instantly kills on headshot".
You remove the need for basically all of the mechanics that makes FPS players good and just go "snort amphetamines and click heads" with no ability for counterplay besides just beating the other player in pure reaction speed.

Nobody who is good at Valorant is actually good at video games.
Anyways I pray for the day Valorant trannies collectively ACK and CSGO NA revives.
 
Why are you using your pinky? Use the side of your hand.

This is the proper way to use WASD. Clawhammer style.
View attachment 4753776
Thumb on spacebar, just bend inwards at the knuckle to press it, flick the whole thumb inwards to hit ALT. Then a tight tucked claw formation on WASD, the area below the hands pinky knuckle on CTRL, slightly tilt the hand to press or hold down ctrl. Clawed pinky right between shift and capslock. Flick the pinky up to hit tab, pull it in 5mm and it presses shift.

This is the superior way and that is maybe my unpopular opinion, I don't know how other people play these days. It's fast, comfortable, no finger strain and a lot of things can be done just by rolling your wrist or shifting the weight of the hand.
I wonder if it's dependent on hand size. I'm almost certainly in the top 5% of hand size with relatively long fingers, so I can just mog the whole keyboard without having to reach much at all.
 
Also speaking of FH4 they have censoring for the license plates. You obviously can't put slurs in even with creative replacing the letters with numbers but the funniest censoring I found is that you can't have the number 1488 all in one but if you space the numbers out such as 14 (Insert anything) 88 the game accepts that. You can change the cars colour and Livery and with livery you can create everything offensive. Swastikas, Nigger towers where every letter has a following slur built around the over letters and the lot. The arbitrary nature of the censoring was very funny to me, if you gonna go that far for the license plates but complete anarchy for the liveries then what's the point in censoring license plates?

Playground Games has censored license plates since Forza Horizon 3, the game even says a message when you try to use an offensive one. They also have been going after offensive liveries as well, examples include swastikas, boobs (because God forbid women that have those), the Rising Sun emblem (because of butthurt Koreans, and not to offend the CCP, I guess, since they started adding Chinese cars in FH5, and they said that FH5 had a successful release in China), and I can see them going after Trump liveries too, while not acknowledging Biden ones.

Back to the topic itself, I don't like the Man-Heaven-Earth affinity triangle in Dynasty Warriors 8 (which is the equivalent of the Grass-Fire-Water type triangle in Pokémon, and the Sword-Axe-Lance weapon triangle in Fire Emblem), as the feature feels tacked on. I would have liked it if the game kept DW8 everyone having their own unique EX weapon (Dynasty Warriors 7 had several characters with the same EX weapon, making them clones, even though everyone being able to use most weapon types in the later DW games makes them clones, which I don't agree with, and DW6 and 9 had an even bigger clone issue with the characters), without the Man-Heaven-Earth triangle. That would give the player freedom to use one EX weapon, and another weapon for flavor.

I also don't like the new character designs in Dynasty Warriors 9, at all, since it makes them, especially the female officers, look too soft.
 
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The arbitrary nature of the censoring was very funny to me, if you gonna go that far for the license plates but complete anarchy for the liveries then what's the point in censoring license plates?
It's much easier to implement a word filter with license plates than more complex user generated content like liveries. By design, car liveries would allow infinite possibilities that a machine could not moderate.

Playground Games has censored license plates since Forza Horizon 3, the game even says a message when you try to use an offensive one. They also have been going after offensive liveries as well, examples include swastikas, boobs (because God forbid women that have those), the Rising Sun emblem (because of butthurt Koreans, and not to offend the CCP, I guess, since they started adding Chinese cars in FH5, and they said that FH5 had a successful release in China), and I can see them going after Trump liveries too, while not acknowledging Biden ones.
I'm in favor of allowing the option to report and moderate car liveries, provided it goes through an unbiased regulation process. I do not want to see swastikas, political branding or overly suggestive breasts in a racing game. Moreover, Forza Horizon is rated E, so moderation is to be expected.

If the community can regulate itself with minimum oversight, what is there to complain about?
 
There's no point having a difficulty system in your game if all it does is make mobs take longer to kill. Unless there's unique enemies with unique behaviors, there's no reason beyond playing on the easiest setting.
When implemented well, taking longer to kill enemies (or those enemies dealing more damage or whatever) can totally change how you have to deal with them and manage the resources available to you.

To use an obvious example, long grueling Dark Souls boss fights would play entirely differently if they had 1/4 of their normal health.
 
You need to understand adult pokemon fans are obsessed with the battle system. They don't give a shit about the game itself, only the multiplayer battles.

It's still pathetic because the battle system is incredibly simple despite the fans saying it's more complex than 3D chess, and the grind to evolve the pokemons with the perfect strats is something that even MMOs are ashamed of.
Yeah, I remember reading about the insane practices on optimizing effort values and the outlandishly minute chances you have to pull a good one, but also how that community frowns upon save game editors. They really expect you to sit there and essentially pull a very slow slot machine by way of breeding and then walking around doing nothing in order to try and pull a high EV pokemon. It's like the series was purposefully structured to be as unfriendly to competitive play as possible.

Then again, I guess that's what happens to idiots filtered by every single other tactical combat game on the planet
It really isn't that hard anymore after post game in the last couple gens. It isn't nearly as autistic as it used to be and those old stories just don't apply anymore. This is an incredibly old complaint about IVs and EVs that frankly doesn't matter anymore. Even natures are easy to bend. Egg moves are effortless to obtain. It really is easy to play Pokemon "optimally" and "competitively" as far as merely obtaining the team you want to run. Now you just need to know the current metagame, but that's kind of a given.

I will personally say while I wouldn't call Pokemon "more complex than 3D chess" there is a real amount of mind games and risk assessment to Pokemon if you actually take it that seriously as one bad move or prediction just loses you the match because you just fall behind forever or lose the wrong mon to beat the opponent's team. Same with good predictions rewarding you a win, especially singles which has a ton of switching in and out to get the best match up that you can. The biggest problem is crit rng and a few other gimmicks (especially if we presume we don't ban them like evasion stacking is) tend to sort of sour that experience.

Still I would say Pokemon has more depth then its initial systems present when you have a competent player to play against, but the games are so damn piss easy for anyone who gives a shit about that depth that it doesn't matter unless you play multiplayer.

If Pokemon wanted to be some T-rated RPG with more in-depth mechanics, systems or if you wanted to get real spicy make "Nuzlocking" an actual difficulty setting, the framework could support it despite how cutesy it looks and how basic its battle system seems. Obviously that's not what Pokemon is intended to be and competitive Pokemon is effectively a jury rigged attempt to make a game that has interesting ideas and mechanics into a competitive game. Probably because most games that are intended to be competitive like shooters or MOBAs suck ass at applying their ideas and mechanics into something that is fun, so some turn to things like Smash and Pokemon because they are more novel and with enough rules you can make them a fun competitive experience.
 
I disagree if crouch is toggle rather than hold, C key is fine and in a better position by being under D for toggle crouch.
That's exactly why I prefer crouch to be mapped to Ctrl as well. I never want to take my fingers off of my movement keys, because suddenly I can't crouch and strafe right at the same time.

When implemented well, taking longer to kill enemies (or those enemies dealing more damage or whatever) can totally change how you have to deal with them and manage the resources available to you.

To use an obvious example, long grueling Dark Souls boss fights would play entirely differently if they had 1/4 of their normal health.
That's true, but that's rare. Damage sponge enemies are awful in any game where you're flush with resources, and the enemies never mix things up, so you're left doing busywork until the game decides it's time to conclude the battle. You may as well just make them weak so the player can go on with the rest of the game. JRPGs can get really bad about this.
 
That's true, but that's rare. Damage sponge enemies are awful in any game where you're flush with resources, and the enemies never mix things up, so you're left doing busywork until the game decides it's time to conclude the battle. You may as well just make them weak so the player can go on with the rest of the game. JRPGs can get really bad about this.
I think there's a more fundamental problem underlying such cases: if enemies are pointless filler with 1000 hitpoints, they're still pointless filler with 100 hitpoints. Wasting less of my time is only a bandaid for bad design.

Gameplay should either be a relevant and fun challenge or just be removed entirely. But of course, JRPGs have always existed primarily to waste the player's time in the most inane way possible and they sell millions and millions of copies, so maybe I'm on the unpopular side of this issue.
 
When implemented well, taking longer to kill enemies (or those enemies dealing more damage or whatever) can totally change how you have to deal with them and manage the resources available to you.

To use an obvious example, long grueling Dark Souls boss fights would play entirely differently if they had 1/4 of their normal health.
Halo was good at that, the enemies put up a different fight. Contrast that with something like the first Just Cause where it was a lock-on system and killing enemies was all about locking on and holding the button for X seconds. Same with old Tomb Raider.
 
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