Unpopular Opinions about Video Games

Yes, because it's a fiddle-fucky mess that feels terrible to play. Everything about it felt half-baked, from the combat to the vehicle segments to the equipment menus.
Hate to break it to you, but people love the crap out of the first game, especially RPG nerds who feel that the RPG aspects were the strongest in the first Mass Effect. They love gaming the system and creating OP characters and party members by upgrading the right stats, and they got bummed when ME2 turned into Gears of War with experience points.

I remember how fully-upgraded biotics used to steamroll everything in ME1, even at the highest difficulty. Then ME2 comes, and they're above-average fighters who can easily be replaced by the Soldier class after the latter gained bullet time as a power.

I am having fun in Starfield
Lots of folks are. Even those who swear up and down that it's dogshite.

''I hate Starfield, it sucks!'' they say, as they play the game for 200 hours straight.
 
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Morrowind is 100% propped up by nostalgia.
And autism.

Anyone who unironically says Morrowind is a great game or an all time classic is an idiot. The start of the game is borderline unplayable and only gets good after about 10 hours, and that only because you can completely break the game and turn it into a pretty whacky sandbox. Its fun flying around and shooting fireballs at fools with impunity but lets be honest, that doesn't mean the rest of the game is anything to write home about. It can be a fun time but is very overrate.
 
The fact that anyone is defending a Bethesda game against accusations of poor performance and bugs at launch shows just what mindless consoomers this industry caters to.
I know someone IRL who is raving about it. They love it. But I'll wait for the hype to die down and for the bugs to get (by Bethesda standards) under control, like I always do.
Oblivion was a very high-budget, high-profile game that had guest celebrity voices and was influential enough to set DLC trends that continue to this day.
I completely missed that whole Horse Armor thing. I had already done several playthroughs before I had even heard about it. I don't even really remember using horses all that much.

It's one of those "who would even pay enough attention to that to care, let alone pay for it?" things. It may have been stupid, but I didn't think it was anything worth getting MATI over.
Things like owning a house or having a garden, (or having friends even!) shouldn't be gaining stock as the subject of escapist appeal.
Tfw your GTA stock portfolio is better than your real one...
 
Anyone who unironically says Morrowind is a great game or an all time classic is an idiot. The start of the game is borderline unplayable and only gets good after about 10 hours, and that only because you can completely break the game and turn it into a pretty whacky sandbox. Its fun flying around and shooting fireballs at fools with impunity but lets be honest, that doesn't mean the rest of the game is anything to write home about. It can be a fun time but is very overrate.
Not to mention, just look at the graphics. A lot of people love to excuse Morrowind's crappy, PS1-era visuals by saying that games looked like that at the time, but around the time it came out, you had KOTOR 1 and Final Fantasy X, games that not only played better than Morrowind, but also looked a thousand times better, too.

To think about it, the Elder Scrolls series was always behind in terms of graphics; Morrowind, despite coming out during the Xbox/PS2 era, looked like a PS1 game. Oblivion, despite coming out on the Xbox 360, looked like an original Xbox game. Skyrim, which came out in 2011, looked like a game that came out in 2008.

I know someone IRL who is raving about it. They love it. But I'll wait for the hype to die down and for the bugs to get (by Bethesda standards) under control, like I always do.
That's what the sane people do. There's only two types that buy a Bethesda game at launch-true fans who do the patching on PC or defend the game despite its glitches on console, or people who hate-buy it and whine about how much it sucks despite playing hundreds of hours in game time.

I completely missed that whole Horse Armor thing. I had already done several playthroughs before I had even heard about it. I don't even really remember using horses all that much.
I didn't even use horses at all. I'd just cast spells to make my character run like the Flash.
 
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Tfw your GTA stock portfolio is better than your real one...
Hehe...stock, right, yeh just stocks
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I think it's down to a case-by-case basis. There's a lot of JRPGs like that, such as Pokemon (excluding multiplayer), but some of them require you to strategize more on the fly (albeit usually only on the first encounter, often once you learn the trick behind enemies' tactics it can devolve into just making the optimal choice each time thereafter, like in Earthbound).
One thing Monster Girl Quest did was making you fight each enemy ONLY ONCE.

Imagine having to grind over and over again the same 3 enemies.
 
I don't think fighting games need to be simplified to have broader appeal. Casuals find fun in button mashing and never go into the weeds of the mechanics, so giving them a ton of info is not worth it.

Fighting games don't need broad appeal. The genre started and flourished in arcades. You had to go there physically and play against someone who probably knew way more about the game than you (and probably smelled really bad) and get your ass kicked. You couldn't train alone or practice, there wasn't any information on the game other than what was printed on thr cabinet. You could mash the buttons for fun, but trying to learn to win consistently was like trying to learn chinese by speaking to an angry chinese man at a fish market.

People say that fighting game tutorials don't have any information. They just tell you the basic mechanics and then slap you on the ass and say "Go win EVO, tiger!". What more do you want?

If the tutorial had all the game's information, casuals would be complaining that it's too much to take in (if they even look at the tutorial in the first place). If a casual opens up a tutorial and gets smacked by hit/hurtboxes and frame data they'd ignore that stuff completely. I have to do math to punch someone? Fuck that.

Even then they wouldn't know what to do with that information. So that one attack has a 5 frame start up and is -3 on block. How do I use it to hurt the other guy? A casual doesn't care, so even if you spoon feed them the info it won't matter.

You don't need to know every little nuance of the game to button mash and have fun on a casual level.

I think fighting games should be kept as a niche little genre for autists who like to use math to hurt each other. I don't care about nor want a bigger community, better graphics or more events. Give me a shitty little 2D black box like Samurai Shodown 5 and one or two spergs to play against and I am happy.

Unpopular opinion: Fallout New Vegas would be a great game, if it weren't for the fact you actually have to play it.

The shooting is fifty shades of ass, the enemies suck, encounters are horribly designed, the guns feel like you're shooting wads of wet toilet paper out of a limp dick and the dungeons are about as fun to go through as a pregnancy scare. Most of the time you're trudging through an empty wasteland doing nothing. I don't know how anyone can make it more than an hour in this "game" without launching their PC out the window.

The reason why it's so beloved by trannies is because you have to be mentally ill to enjoy it.
 
Fighting games don't need broad appeal.
"Our genre doesn't need broad appeal" is a great argument to convince publishers to never fund another game in your "hardcore" genre again. The situation is already so bad that it's difficult for fighting games dev teams to afford implementing features that every other type of online competitive game has taken for granted for a decade or more.
 
I used to sometimes make fun of the “mini” consoles being made after famous video game consoles to market towards the nostalgic gamers that know nothing about game emulation, but I’m a sucker for the Commodore 64 and Mini Amiga 500.
The only one I was tempted by the TurboGrfx Mini. In part because it's a complete package with box art, information about the games, easter eggs, and other stuff of interest you don't really get from emulators.

I get the fun of being able to take out a novelty miniature console and play games on it, but actually hooking it up to your TV is kind of a hassle, and most old games really do benefit greatly from speedup and save state functions.
They make great gifts for normie friends. I had a Raspberry Pi I wasn't using, and my brothers birthday came up, so I put of a bunch of SNES, NES, and MegaDrive games on it. He loved that machine.

Or maybe it's just not that bad and you're a retarded rage monkey who just wants something to seethe over? There is, what, one troon in Act 2? A couple lesbians? And every party member is player sexual which is a design issue more than anything. Seems to me like you're upset that people aren't doing the usual circle jerk and begrudgingly admit the game is good.
It's everything, from writing to character designs. eg. In Saints Row Reboot. Is the player characters trying to pay off their student loans "just a few scenes", or does it permeate every aspect of the game?

And I approve of lesbians, but are they hot, or are they disgusting bulldykes like they are in basically every "current year" game?



I feel like people in this thread are just making shit up to support personal opinions.
No. He's right. The only people who heard of Eldar Scrolls before Oblivion were hardcore RPG nerds. Oblivion had a wow factor in the early days of the Xbox 360.

Morrowind is 100% propped up by nostalgia.
"But they removed the medium armour skill from the sequels! Literally unplayable."

You don't need to know every little nuance of the game to button mash and have fun on a casual level.
That's the problem. This works fine with Smash Bros because the game is easy to grasp and only ultra competitive spergs take it seriously.

Try to apply the thing fighting games do to other genres. If SF was a platformer, the tutorial would say "this is jump, use left and right to move, now play the hardest level of Kaizo Mario". If it was a racing game, it would say "Press RT to go forwards, LT to stop, now do the LeMan 24 hours complete with clutch simulation and pro level drivers."

Saying that you can have fun jumping/driving around an empty room at the start of the game doesn't really help.
 
Try to apply the thing fighting games do to other genres. If SF was a platformer, the tutorial would say "this is jump, use left and right to move, now play the hardest level of Kaizo Mario". If it was a racing game, it would say "Press RT to go forwards, LT to stop, now do the LeMan 24 hours complete with clutch simulation and pro level drivers."
It's actually even worse. The tutorial would say "press RT to go forwards, LT to stop, and half-circle forward quarter-circle back + Y/B simultaneously for e-brake".
 
I don't think fighting games need to be simplified to have broader appeal. Casuals find fun in button mashing and never go into the weeds of the mechanics, so giving them a ton of info is not worth it.
You're 100% right and I'll add: command execution is one of the defining traits of the genre, and anyone asking to remove or simplify it should just fuck off and go play a card game.

Like this wanker over here.
It's actually even worse. The tutorial would say "press RT to go forwards, LT to stop, and half-circle forward quarter-circle back + Y/B simultaneously for e-brake".
 
"It's always been done that way since 1990, so it should never be changed even if it kills the entire genre."

Brilliant. A lot of good forethought going on there.
You're doing techniques you git, you gotta know how to pull them off. It's supposed to take skill, and the harder the command, the more powerful the technique.
Hadouken is simple, because it's a basic tool. Zangief's spinning piledriver is a 360 because it'll take a big chunk out of the opponent's lifebar.
It's also a way to make sure you don't try to do a simple move but accidentally use a good move that may spend meter, or may leave you vulnerable. Also a way to make sure you don't spam it.

But you want them on a single button, like a faggot. Maybe, if you're feeling fancy, a button while pressing a direction on the stick.

And you think there's no thought behind it.
 
command execution is one of the defining traits of the genre, and anyone asking to remove or simplify it should just fuck off and go play a card game.
I bet you use a six button arcade stick like a filthy casual. Real fighting games go back to the genres origins where there was one button and 4 directions!

But that's the problem. Command executions come from a time where there were more moves than could comfortably fit on a controller. Other genres evolved their controls over time. FPS games went from keyboard, to controller, to mouse and keyboard, to dual analogue. Mechanics also evolved over time with things like aim down sights, regenerating health, selection wheels, and two weapon limits.

Maybe the genre is at a point it can keep doing what it's doing, or even go down the retro rout like shooters have done. But given the genre is dying outside a shrinking pool of obsessive autists, leaving Smash Bros as the only viable game anyone gives a shit about.
 
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