Unpopular Opinions about Video Games

Indie games are shit. They are either fart huffing virtue signalling disguised as a game, or low effort plagiarism.

The way that reviewers, games and journos soysmile and 'zomg amazen gayme eva' over a 2d side scrolling shooter or pixel art infested visual vomit-on-a-screen, tells me they never lived through the 2D era. I was a 'late-comer' to games and my first game spy vs spy on the master system. But even I know that the dross and shite released nowadays pales in comparison to the even average side scrollers back in the day.

Indie game devs are so devoid of talent, that they can only make basic bitch 2d sidescrolling games and I would respect them a tiny bit if instead, they tried making games like Megalomania, Syndicate, Theme Park, Road Rash, populous, fallout and Alex Kidd (to name but a very few).
 
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.
Story-wise, KH1, Chain of Memories and then KH2 is a decently written trilogy with a satisfying ending, if you dont count the remixes with all the forced shit they had to squeeze in to make the story fit with what Nomura smoked out afterwards

Boy and his friends are swept away into a different world, shenanigans ensue, series ends with the boy finding his friends and returning back home with them, Simple and Clean

Speaking of, and im not sure how unpopular this is, Sanctuary is miles better than Simple and Clean
 
I've seen a dismaying number of attempts online to rehabilitate Far Cry 2's legacy as the Far Cry for le epic hardcore gamers and the rest of the series as trash for filthy casuals. It's just not true.

Far Cry 2 feels like it was made by two teams. One team set about to create fast, modern, visceral run-and-gun gameplay and really did a great job. Then a second team who fucking hated the first team decided to take that gameplay and slot it into a game with the most opaque, tedious, time-wasting systems and repetitive, boring busywork missions they could imagine.

No matter how far I progressed through the game, there were still plenty of instances that left me wondering why certain things happened and what effect (if any) my gameplay was having on the outcomes I was getting. When you're well into the meat of a game and still don't really understand what you're doing, why you're doing it, and whether or not you're succeeding, something has gone terribly, terribly wrong.
 
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.
That's why the fingers are clawed/crimped, to make a smaller hand. Press the keys(by shifting your wrist) with pretty much your knuckles and other parts of your hand for 90% of inputs, for fine detail use flick the fingers outwards as if you're snapping them. Figure it out and it becomes the world most versatile left joystick, something Valve's steam controller could only dream about achieving.
 
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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.
Octopath Traveler got way more praise than it deserved, though I figured that all came from Nintendo fanboys being excited about Switch having a new old-fashioned JRPG all to itself at the time. You're spot on about the translation, it was horribly bland. It didn't help that the random battles were entirely made up of damage sponges that took as long to kill as bosses in most other JRPGs. And then the bosses were just repetitive slogs that took forever and ever.

It's a shame, too. The game might have been good if they just slashed enemy health down to about 20% and hired me to punch up the dialog.
 
Octopath Traveler got way more praise than it deserved, though I figured that all came from Nintendo fanboys being excited about Switch having a new old-fashioned JRPG
That's part of what killed my interest in Octopath, it looks like a zoomers "nostalgia feels" of what old school JRPGs looked like. Never played it but the graphics are atrocious and off-putting.
 
You're spot on about the translation, it was horribly bland.
I do often wonder if this is a translation issue or if Japanese developers really ARE that po-faced and bound by convention. There's no fun, there's no life, there's no levity, there's no forward momentum. Nothing ever feels genuine or organic - even character development moments can only happen in pre-approved, signed-in-triplicate "NOW THIS CHARACTER WILL REVEAL HIS ENTIRE LIFE STORY AND MOTIVATIONS" sections of JRPGs.
 
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Indie games are shit. They are either fart huffing virtue signalling disguised as a game, or low effort plagiarism.

The way that reviewers, games and journos soysmile and 'zomg amazen gayme eva' over a 2d side scrolling shooter or pixel art infested visual vomit-on-a-screen, tells me they never lived through the 2D era. I was a 'late-comer' to games and my first game spy vs spy on the master system. But even I know that the dross and shite released nowadays pales in comparison to the even average side scrollers back in the day.

Indie game devs are so devoid of talent, that they can only make basic bitch 2d sidescrolling games and I would respect them a tiny bit if instead, they tried making games like Megalomania, Syndicate, Theme Park, Road Rash, populous, fallout and Alex Kidd (to name but a very few).
Alex Kidd is a Mario ripoff, lmao
 
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It didn't help that the random battles were entirely made up of damage sponges that took as long to kill as bosses in most other JRPGs. And then the bosses were just repetitive slogs that took forever and ever.

It's a shame, too. The game might have been good if they just slashed enemy health down to about 20% and hired me to punch up the dialog.
It is incredibly easy to burst down random battles in Octopath unless your team is god awful, I one to two turned most of the combat once I understood I can just burst immediately and I found the weaknesses of the enemies instead of just pressing the attack action. The bosses are also not too long in my opinion except the optional ones except maybe the very first one due to you having only one party member to work with.

I quite liked Octopath until it became too easy around act 3 for most stories, only for it to suddenly ramp up at the very last second with its technically optional final boss. The combat is fun when you get it, but the story is a little bit unconventional given the anthology feel and some of the stories are pretty so-so overall.

I do often wonder if this is a translation issue or if Japanese developers really ARE that po-faced and bound by convention. There's no fun, there's no life, there's no levity, there's no forward momentum. Nothing ever feels genuine or organic - even character development moments can only happen in pre-approved, signed-in-triplicate "NOW THIS CHARACTER WILL REVEAL HIS ENTIRE LIFE STORY AND MOTIVATIONS" sections of JRPGs.
I don't get this in particular with Japanese writing. I find JRPGs full of plenty of life and levity to them, even the ultra serious ones like say Xenoblade 3's existential world at war feel has levity of the little mascots and character at least attempting humor especially if we count the little bits of dialogue between story segments. I'd swear you were talking about Berserk or something instead, but most JRPGs have attempts at levity and fun to them with their premises. More then most western crap I've played or observe in its narratives where it feels like constant bleakness and seriousness within most common crap that gets peddled around these days.

If anything the biggest thing I see people bitch about is that JRPGs "Don't take themselves seriously enough" because of stylistic choices or, "This premise is way too stupid and unrelatable" because people feel like they have no imagination beyond intense drama GoT, some mystery box baiting crap to give them a fake mystery to solve, or something that is meant to talk about real life bullshit.

Like the moment some weird mecha thing, or some other weird anime trope happens like fusing, or some turning point in character development leads to a power up moment, suddenly that is just impossible to get into. Like the moment you show anime hair or fat anime tits casually suddenly you can't possibly take anything seriously because their is color beyond grey, black, brown, and whatever else is in something like Last of Us 2. Or whatever the fuck was going on in the Witcher 3, which was fine as a plot even if I thought the game sucked ass to play.

Most western writing these days feels like either references to real life with some strawman of the writer's dislike for something, bleak bullshit because life sucks and we need to know this for the 500th time, or stories with big central conflicts that exist solely for the game to happen without much to really cling onto. Like no one actually gives a shit about writing this except to espouse some political belief, have some pretty much self insert story, or just "Its a video game" which is at least respectable enough to not waste my time by pretending its deeper and bigger then it is.

Also you might just be noticing the writing patterns, and by extension not like them, similar to how you can notice the three act structure to a lot of things in western writing. Frankly the vast vast majority of writing, especially in games, is pretty easy to read and parse in terms of structure once you engage with this stuff enough. Once you see the veils you can put together roughly when something is going to happen with little exception, you may not fully guess what but you can guess when because we need to have the rising action, the climax, the inciting incident, the reversal of fortune, or whatever part of the plot we're at right now based on where we are in the run time.

So at that point it feels more like a matter of taste in what you're fine with seeing done again and again, because in my opinion nothing is original anymore and that's not inherently a bad thing. It is more an observation that things have been written before and will be written again.
 
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
I had the misfortune of seeing the entire series play out because I'm autistic and I must see things through to the end. To Nomura's credit he does normally address most of the mystery boxes he drops. At least until he just got super lazy and said "Fuck it, we're dropping any pretenses of subtlety and making a literal mystery box." And ever since then the ride has been nothing but a fever dream.

Ultimately this kind of came to a head in KH3, where Nomura was forced to bottleneck all of these multiple branching storylines and force them together into one semi-cohesive narrative. It did not work. The story was rushed and none of the characters got payoff. Disney wouldn't let them do anything with the Disney worlds, so they got stuck cramming in the entire series' worth of story and development in the last 1/3rd of the game. The whole thing didn't make a lick of sense and DLC had to try to fix it. Fun fact though, when KH2 took forever to come out I made a joke about how "Watch 3 not come out until we're like...30 and old". That aged well.

Speaking of, and im not sure how unpopular this is, Sanctuary is miles better than Simple and Clean
It is a better, more well constructed song, but Simple and Clean has too many nostalgia bits clung to it. They brought in Skrillex for Face My Fears on KH3 and that was....bizarre. I don't like it. So Sanctuary still remains the best out of 3.
 
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.
FOV sliders and from a technical perspective, extending the length of the camera arm should be a staple option in every third person game.

Unfortunately they continually underestimate how insanely autistic those nerds are. What's a few thousand hours to be able to say "I'm the best middle-aged virgin to ever play this children's game"?
Fuck off with hobby shaming retard.

Indie games are shit. They are either fart huffing virtue signalling disguised as a game, or low effort plagiarism.

The way that reviewers, games and journos soysmile and 'zomg amazen gayme eva' over a 2d side scrolling shooter or pixel art infested visual vomit-on-a-screen, tells me they never lived through the 2D era. I was a 'late-comer' to games and my first game spy vs spy on the master system. But even I know that the dross and shite released nowadays pales in comparison to the even average side scrollers back in the day.

Indie game devs are so devoid of talent, that they can only make basic bitch 2d sidescrolling games and I would respect them a tiny bit if instead, they tried making games like Megalomania, Syndicate, Theme Park, Road Rash, populous, fallout and Alex Kidd (to name but a very few).
Most of them are discordniggers that ban or drive off anyone who makes anything worth buying. Reminder to run over your local glownigger.
 
Story-wise, KH1, Chain of Memories and then KH2 is a decently written trilogy with a satisfying ending, if you dont count the remixes with all the forced shit they had to squeeze in to make the story fit with what Nomura smoked out afterwards

Boy and his friends are swept away into a different world, shenanigans ensue, series ends with the boy finding his friends and returning back home with them, Simple and Clean

Speaking of, and im not sure how unpopular this is, Sanctuary is miles better than Simple and Clean
I've never played beyond the first, but how it was handled has really grown on me. The main kids are pretty likable, there's just the right amount of narrative glue to keep a cohesive plot between all these different setpieces. Surprisingly bittersweet ending for a kid's game.
 
It wouldn't surprise me if it was. Nintendo has long tried to discourage min-maxing nerds from sucking all the fun out of their games with high-level competitive play.
I've probably already made a comment of this nature here earlier, but I don't see why the way people play should bother anyone. It's fun to them to play that way and doesn't stop anyone else from enjoying it either.

FOV sliders and from a technical perspective, extending the length of the camera arm should be a staple option in every third person game.


Fuck off with hobby shaming retard.
Gemerally the more customization options in games the better I think, so yeah.

People can have whatever hobby they want, but I don't see what they get out of grinding Pokemon when you can just use the battle simulator. If you're trying to just have competitive battles that's way better.
 
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I've probably already made a comment of this nature here earlier, but I don't see why the way people play should bother anyone. It's fun to them to play that way and doesn't stop anyone else from enjoying it either.
It doesn't bother me as a player, but I can see reasons why it'd be concerning as a developer. If your game becomes associated with a joyless, autistic, hyper-competitive fanbase, that's not going to do you any favors with the normal people who make up the bulk of sales.
 
Fuck off with hobby shaming retard.
I just can't get behind any activity that drains an unbelievable amount of time, that doesn't teach you anything new, that doesn't create something new, that doesn't bring you towards a richer, fuller life. It is entirely possible that you will die young, and it's a tragedy to spend your time alive legitimately grinding out Pokemon.

If you like that franchise so much, at least pick up Pokemon Go and meet up with your local community.
 
The decision to have stores be physical locations in a game that must be traveled to is a design decision and it should either be committed to or not. Personally I think stores are important for the same reason lots of inconvenient bullshit is important, you can make a game as convenient as possible to save time, you can have fast travel and have it unlocked for every location, every pixel on the map, at start, but then the player's experience of exploration is cheapened because the short term convenience of skipping will win out over the mystery they didn't know was along the way. The shop gives - its the only reason it or any other currency system, internal game economy, exists - a way to have the player feel like they are interacting with a world by participating in an activity like shopping to immerse them, same as why the minigame exists.

If I have a store that consists of opening up an upgrade menu and picking the one I want and getting it instantly, I might feel that the whole rigamarole of buying things was pointless and ask why the game didn't just give me one weapon and build the game around that. If I have a store and the immediately accessible menu, I might ask why I should ever delay gratification waiting to get to the store.

This was inspired by AC Rogue and Unity. In Rogue, you can just buy shit that's available in general stores and harbormasters right from the ship itself. In Unity and I think Syndicate too, you didn't even have weapons stores. Older games had actual little shops, different types of shops, weaponsmiths and tailors and lots of wonderful things. Imagine something like GTA or Red Dead and how dull it would feel to just open a menu to get your clothes instead of going into a Binco's, or just order the gun instead of going in a gunsmith, seeing the man, and picking out an engraving.
 
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.
Speaking as a horrid C-to-Crouch heretic, may I ask what FPS games are you playing in which leaves you feeling that "every single one" wants you to use that control scheme? Because I can't say I've ever encountered a modern shooter that does that. Every single FPS game I've played requires me to rebind it to my preference.

On the topic of unpopular control schemes: E to Jump, Space to Interact. Fight me.
 
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