Unpopular Opinions about Video Games

That's why I nuzlock them.
I'd also assume you aren't, like, buying every version of the game the second it comes out. Fire Emblem had shitty units you could try to beef up on runs, too, and I remember doing that with those myself. But the last time I played one of those was Awakening, like a full six years after the thing released.
so I think it just dug itself so hard into all of our consciousnesses, that it's hard to really go harsh on that franchise.
Well, most people's - I genuinely never got into it. I think someone lent me pokemon yellow, and eight-year-old me didn't realize that affinities were a thing at the rock gym, and thereafter I was too old for the barbs to ever sink in. It's not uncommon that I get the impression I was living in a different hemisphere when I see the shit most people have nostalgia for.
 
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I prefer a controller to keyboard & mouse.
Same for just about everything but shooters and sims - anything where you need an accurate pointer. Though I can play shooters just fine on controllers.

Then again, styluses > mice, for games where you have to click things. Unfortunately, styluses for games are all but dead.
 
Driving in GTA V on keyboard fucking blew, so I bought a Logitech Gamepad with a thumb stick for more control over driving, but the fucking thing was just an on/off key like a keyboard, instead of controllable like an Xbox thumb stick. The gamepad also caused FEAR 1 too lag for some reason, so now it collects dust.
 
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The Japanese need to half ass their translations like they did back in the olden days. It gave the games a type of charm. Look at the original resident evil.

I just want to hear "don't come!" one more time. Time crisis and house of the dead 2 wouldn't be as enjoyable without it.

@Inafune Fanfiction apologies if this has been mentioned before, seen you give me a late sticker
 
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The Japanese need to half ass their translations like they did back in the olden days. It gave the games a type of charm. Look at the original resident evil.

I just want to hear "don't come!" one more time. Time crisis and house of the dead 2 wouldn't be as enjoyable without it.
It might be nostalgia on my part but I really do just love the 2000s era where translations became a lot better but still came off like it was written by a Japanese guy whose English Translations were lovable stilted.
I need to replay God Hand
 
ots third person is the single shittiest perspective possible. Developers that implement it don't deserve to live.

I miss the camera being centered and slightly raised above the characters head, like in Max Payne.
I especially hate it when they also cram the camera into the character's back, like fuck, I can't see 70% of the fucking screen now, thanks. Looking at you, Dead Space.
 
I especially hate it when they also cram the camera into the character's back, like fuck, I can't see 70% of the fucking screen now, thanks. Looking at you, Dead Space.
It's interesting so many of you guys hate this. I've always thought a reasonably tight over-the-shoulder cam gave the best compromise of spatial awareness of your character's relative position and view of what's in front of you, typically for shooting purposes.

FPS games have the latter but not the former and traditional third-person cameras often have awkward framing and end up blocking exactly where you're trying to see with your own character model.
 
The Japanese need to half ass their translations like they did back in the olden days. It gave the games a type of charm. Look at the original resident evil.

I just want to hear "don't come!" one more time. Time crisis and house of the dead 2 wouldn't be as enjoyable without it.
Speaking of which, Ted Woolsey's Final Fantasy translations > the modern ones that are technically more accurate, but dry out the dialog and make everything feel very boring. I remember there being a push for more accurate translations by autists in the 2000s which led to this, and now translations are a mixture of that and "let's incorporate a lot of tonally-awkward cussing because we're a bunch of faggot retards that don't understand context when a character says kuso". Even Yakuza games are bad about that, and those games are meant to be over-the-top
 
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.
If all Easy does is reduce HP, you should probably play on Normal
 
It's interesting so many of you guys hate this. I've always thought a reasonably tight over-the-shoulder cam gave the best compromise of spatial awareness of your character's relative position and view of what's in front of you, typically for shooting purposes.
Spatial awareness is a big thing and having played OG Dead Space recently I was annoyed by how the camera clinged to the character. The game incentivizes you to find pick ups/ammo/health but doing so in tight spaces(apartment sized rooms) becomes a pain in the ass. It's like being extremely farsighted where you can't see things up close and the most painless solution is to step 5-10 meters out of the room and look through the doorway.

That's an exaggeration of course but in DS1 I actually spotted items/crates/lockers after leaving the room and looking back into it. Sure, this could be fixed by making things glow even more intensely and having more UI and audio alerts pointing everything out, but...
 
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It's interesting so many of you guys hate this. I've always thought a reasonably tight over-the-shoulder cam gave the best compromise of spatial awareness of your character's relative position and view of what's in front of you, typically for shooting purposes.

FPS games have the latter but not the former and traditional third-person cameras often have awkward framing and end up blocking exactly where you're trying to see with your own character model.
I think it comes down to preference. I value seeing around my character and environment a lot more than having an optimal view of my shot. I think it makes sense logically because if you can't see what's at your back or side then you're sacrificing combat efficiency anyway, negating the benefits of lining up better shots.

That is what I tell myself so I don't realize I'm just bad at games, anyway. Due to that I play more slowly and methodically for a defensive style, if a game allows for it. If you're good at action games then it's probably easier to take out enemies and then survey your surroundings than it is for me. I end up fumbling with an enemy and by the time I dispose of it there's a Ganado chewing up my side who I'd otherwise have been able to avoid if I were either better or had an improved viewing angle.

Maybe ideally the camera would behave more dynamically. Say you have a more elevated 3rd person camera by default for good spatial awareness, and then when aiming it can close in a bit to help with making more precise shots. Maybe the camera might give people motion sickness though.

Tldr; I hate it because it's a skill issue lmao

Speaking of which, Ted Woolsey's Final Fantasy translations > the modern ones that are technically more accurate, but dry out the dialog and make everything feel very boring. I remember there being a push for more accurate translations by autists in the 2000s which led to this, and now translations are a mixture of that and "let's incorporate a lot of tonally-awkward cussing because we're a bunch of faggot retards that don't understand context when a character says kuso". Even Yakuza games are bad about that, and those games are meant to be over-the-top
I've never played an RPG with as drab and soulless a translation as Octopath Traveller. It was so bad it made an impression on me, and made me grateful for demos again. That's the case with most of their games over the past couple decades now though, it's just one that really stood out to me as actually offensively bad. Google Translate would've put more feeling into it. I definitely don't want to meet the translator of that game in a dark alley.
 
Japanese games like Metal Gear having these really weird, out there stories doesn't preclude them from bad writing. If shit doesn't add up, I think we're well within our rights to complain, nanotech cyber ninjas or no.
Same for Kingdom Hearts. The story is bullshit and I can't take a kid in clown shoes fighting anime villains alongside Goofy and Donald seriously.
 
Same for Kingdom Hearts. The story is bullshit and I can't take a kid in clown shoes fighting anime villains alongside Goofy and Donald seriously.
I don't think there is a single person above the age of 12 who has witnessed the entire Kingdom Hearts story in it's entirety and considers the writing "good". Nomura took JJ Abrams' book of "Mystery Box" storytelling and wrote an entire god damn trilogy to it. His creative process is taking whatever assortment of drugs he finds on leftover on his desk from the weekend and that becomes the plot for the next KH entry.

On a side note, my personal head canon is that while in an elevator, someone made a crack at Nomura along the lines of "What's next? Is the player going to be Xehanort too?", and he took that very personally.
 
Sperging from pages back, but this is more or less what directly killed Film Noir as a genre - Kiss Me Deadly from 1955 had a big whole dumb plot about a nuclear bomb in a suitcase. Film Noir as a genre got caught up in a weird arms-race around depressing endings, or how the main character would die and lose everything.

Once you've gone with "big nuclear explosion, everyone dies, very sad" there's not really a whole lot else you can do. The entire genre basically jumped the shark years before that was even a thing.

Anyway, the writing in games is a mess. It briefly wasn't, then it was again.
If I recall, KMD is deliberately retarded because the hack screenwriter thought Spillane's Mike Hammer was too much of a 'right wing nutjob' and wanted to make a parody of him in his own film.
 
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That is truly the worst fucking Chris Chan-esque "Slaweel Ryam" type name I've ever heard. I'll give Nomura the benefit of the doubt and assume it sounds less retarded in moonspeak.
It is just pronounced "Ze-ha-no-to" more or less in moonspeak. Xehanort is not a Japanese word in any capacity, so they effectively use Japanese characters to sound it out (written like this: ゼアノート). This is why "engrish" is a thing because it is quite literally how Japan is meant to say some words.

I don't think there is a single person above the age of 12 who has witnessed the entire Kingdom Hearts story in it's entirety and considers the writing "good". Nomura took JJ Abrams' book of "Mystery Box" storytelling and wrote an entire god damn trilogy to it. His creative process is taking whatever assortment of drugs he finds on leftover on his desk from the weekend and that becomes the plot for the next KH entry.
I will defend the Roxas section to KH2 as at least good enough writing to get me to care. Their is a tragic element to the idea that Roxas learning that his life is effectively a farce. That his struggle to keep it because that is all he can do only to ultimately fail is just kind of sad. It makes playing as the prior main character Sora kind of weird, going from triumph return to form of where we left off in KH1 to just sad given how hopeful and optimistic this series tends to be. Which this vibe fits the Twilight Town especially in its music.

KH2 is more or less the last point where the writing felt coherent enough by JRPG standards before dropping a million different mystery boxes around and adding far too many characters that even he couldn't keep writing shit for them.

If you like weird JRPG writing is an entirely subjective matter of taste, but I would say KH1 through 2 is fine by those standards or even good in some ways. It is mostly everything after that it goes to shit and I just stopped caring after awhile.
 
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