Unpopular Opinions about Video Games

I don't get why we just can't get more face buttons or a paddle configuration that's just straight up new inputs instead of mirrored inputs.

Take the black/white buttons of the original Xbox. Why not just add those again for inputs you need rarely? Why have we stuck with the same controller on all platforms for 17 years now?

Because none of the Big 3 make enough titles on their own to show what's possible to make third parties think about how do anything useful with alternate inputs. The DS4's touchpad just became the new select button. The Kinect 2 was just to have you fined in sports games for cursing. People buy so little non-Nintendo games on their consoles do anything beyond a bare-bones port. And the Pro Gamer editions of the Playstation and Xbox controllers came so late in the game that not even their own makers bothered to do anything with them.

But it wouldn't be so bad if devs just allowed customized controls. Why can't I have reload on L1 God damn it? It's not like I'm going to be ADS'ing, shooting, or throwing a grenade at the same time.
 
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But it wouldn't be so bad if devs just allowed customized controls.
It's crazy that hasn't been standardized yet.

I'm also baffled games don't have a scene select from the beginning (or at least after beating the game), you shouldn't have to play through an entire game or even chapter just to get to your favorite part.
 
Sometimes I feel just overloaded with games. Like, back then, you would get (this is being optimistic) one game a month (again, optimistic--more realistic for most is one game a year) and you would dedicate to it. I remember going through Final Fantasy VI several times just to see "what happens if I don't save Mog?" and stuff like that.

Nowadays, I have so many games I almost feel a time crunch, like I'm in a hurry to play them all. Which leads to me being impatient and just wanting most games to hurry up and be over. I almost wonder if this is why we have the "game journo" mentality of wanting all games to have an easy mode so they can win, because there's just so many games and now it feels like you don't have the time to "git gud" at all of them.

The FOMO tactics being used in games, and the fact that some games effectively have an expiration date, notably with online games having their servers shut down after a certain period of time, doesn't help either.
 
I started playing Yakuza as 7/Like a Dragon was released, and I feel like I got in at the end.
7 rules but I kinda agree with you. I actually played them all as they came out, my dad bought the first one new and we were hooked, its one of if not my favorite game series. although I think at this point it's a bit oversaturated as a series and the switch to turn based jrpg is dope but it definitely for me felt like the end of an era.
 
A question to those reading:
What was the last game you played that touched you in a positive way? One that made you think or feel great or a game that looked so unique in its presentation that it brought you back to first seeing nosgoth or sector 7?
Probably Nier Automata's third act. The game changes significantly--and actually becomes less frustrating--once the Dark Souls mechanic gets axed by the story. Now it's more like a traditional game where I lose progress instead of chips I can't get back. At the same time, the story gets a significantly darker tone like a good opera, much like Nier Replicant. No, I did not play the Drakenguard games, so I don't have that frame of reference.
 
A question to those reading:
What was the last game you played that touched you in a positive way? One that made you think or feel great or a game that looked so unique in its presentation that it brought you back to first seeing nosgoth or sector 7?
I think Doom 2016. It was the first time in a long time I'd played a game that really let me feel like I was a genuinely powerful being. It inspired me to start working out.
 
Even BITD, they were cramming more free & cheap PC games down your throat than you knew what to do with. Before the CD era, your local game shop usually had piles of floppies for a dollar or two each. Then PC gamer came with a CD every month full of demos and a few full games. Wal-mart's discount CD rack always had a variety of classics for $9.99 each (the full version of Doom II was on that rack by 1998 or so), and there was usually a disc with a fair number of obscure titles for $20 or so.
That's true, but for some reason I never felt this as badly as a kid with a PC as opposed to now. I wonder if my issue is partially a result of age.

I do think there is a mitigating factor, two in fact: one a lot of those shovelware CDs were effectively just demos, so I don't feel as pressured since its not like I just bought a hundred full games (though apparently some of those CDs were basically warez, as the youtube channel Ancient DOS Games discovered). The second was that getting a new game still involved a trip to a physical store, which wasn't the same sort of everyday occurence that logging onto Steam or the EShop is.... plus back then my parents had to get a game for me and I recall my parents were NOT the kind to just get me anything I asked for.

The color scheme was because in the early 1990s, that was the default 256-color palette for VGA games. It was a little while before custom palettes were the norm.
And to answer @Polyraptor 's thing about the interface, that was likely a resource management thing. Any N64 speedrunner knows that when there's less graphics on the screen, the game runs faster. Same is true on PC so a lot of games that would otherwise be demanding would put the game area in a small screen to make the game run smoother. At least SS1 gives you the choice to go full (I never took it because I felt having all the info on screen was important).

SS1 has flaws honestly, the biggest one probably just that the controls take getting used to and in my experience, the game crashes alot ("don't forget to salt the fries!") but when its running fine and once you've gotten used to its controls, there's a lot it does I wish had been carried over.

Like the door hacking being an actual puzzle. I hated how it worked in SS2 because it LOOKS like a puzzle, but in reality its just you randomly clicking and hoping a sequence that solves it is even doable.

In fact that's one of my biggest problems with SS2 in general--its attempt to be more like an RPG feels like it goes the Daggerfall route where player skill is abstracted out in favor of basically everything is about the stat sheet and hoping you get the roll you need.

I'll say it... I recently got to play Bioshock for the first time and in a lot of ways it seriously improved on SS2, and this is one of the ways. It manages to make hacking an actual player experience.

One of my biggest disappointments was the replacing of the stimpatches (or particularly, their effects) with the hypos. First, there's only three now--health, psi, and speed. In the first game, the speed stimpatch basically goes into bullet time--you move normally but the world itself has gone slow. It even had ancillory uses (like this one part where you're trapped in a room with a time bomb--using a speed patch literally gives you more time). SS2's Speed Hypo? Just ups your characters movement speed. Literally only good for speedrunners or escaping enemies. No cool outside the box uses or anything like that.

Pretty much the biggest moment that pissed me off in SS2 was this time I picked up a shotgun from an enemy corpse, repaired it to working order.... then found I could not fire it because you literally can't use weapons unless you have a point of skill in that weapon. That is the dumbest shit ever. I would've been fine with just being penalized somehow, but not being able to use it AT ALL is bullshit. There's another weapon whose usage is literally just "you hit enemies with it like you do with the wrench" but again, can't use it at all unless you have a skill point.

That's SS2 in a nutshell... pretty much all the "improvements" it tried to make wind up just making it a worse game. Lots of good ideas on paper but poor in practice. And I didn't even touch on everything I hated. Here's one last one: it was convenient in the first game how there was ONE battery that powered everything that just had its own indicator in the corner. SS2 replaces this with individualized batteries that not only run out way faster, but which you have to go into your inventory (which itself can't hold near as much) to check... its more of a hassle now.

also, if we're talking about graphics, SS1 actually made me feel like I was in a space station despite its limitations. SS2 just makes me feel like I'm playing a shitty N64 game.

Pretty much, SS2's only saving grace is the story. I will agree with people who thought that one scene (you know the one) was a pretty epic moment. so I would call it a case of a game where its better to watch someone else play it than to play it yourself.

That said, I'm thinking of trying again but with a Psi chararacter build. Plasmids in Bioshock are so much fun that I wonder if maybe going full Psi in System Shock 2 would just make the game better.
 
N64 had the worst controller ever made.
I'll take any opportunity I can to defend the N64 controller.
the n64 controller design is dumb, but when held properly I've always thought it's at least comfortable.
I've talked about the N64 controller in the past in this thread. The TL;DR of which was that the ergonomics of it are top-notch, it's just the button layout and lack of extra sticks that leave much to be desired when playing something like GoldenEye. However, it's perfect for playing something like Ocarina of Time, which uses the C-buttons as bindable inventory buttons, while the Z, R, A, and B buttons are used for their respective combat and interaction functions.

The only people who think the thing is "impossible to hold" because of its three-prong design are people who never used it. They act like you'd have to have a third hand to use it, when in reality, no game ever demanded you to hold more than two prongs at a time. Ocarina of Time? Middle plus Right. Mischief Makers? Left plus Right. GoldenEye? Middle, plus your choice of Left or Right.
 
I've talked about the N64 controller in the past in this thread. The TL;DR of which was that the ergonomics of it are top-notch, it's just the button layout and lack of extra sticks that leave much to be desired when playing something like GoldenEye. However, it's perfect for playing something like Ocarina of Time, which uses the C-buttons as bindable inventory buttons, while the Z, R, A, and B buttons are used for their respective combat and interaction functions.

The only people who think the thing is "impossible to hold" because of its three-prong design are people who never used it. They act like you'd have to have a third hand to use it, when in reality, no game ever demanded you to hold more than two prongs at a time. Ocarina of Time? Middle plus Right. Mischief Makers? Left plus Right. GoldenEye? Middle, plus your choice of Left or Right.
Exactly, it just basically has different "modes" in a sense, ways to hold it. You're never left making some strange gamerclaw with your hand contorted to stretch across 2/3 of it. Maybe there's some terribly designed game out there like that, but that'd be on the developer, because all the games I played controlled wonderfully.
 
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I've talked about the N64 controller in the past in this thread. The TL;DR of which was that the ergonomics of it are top-notch, it's just the button layout and lack of extra sticks that leave much to be desired when playing something like GoldenEye. However, it's perfect for playing something like Ocarina of Time, which uses the C-buttons as bindable inventory buttons, while the Z, R, A, and B buttons are used for their respective combat and interaction functions.

The only people who think the thing is "impossible to hold" because of its three-prong design are people who never used it. They act like you'd have to have a third hand to use it, when in reality, no game ever demanded you to hold more than two prongs at a time. Ocarina of Time? Middle plus Right. Mischief Makers? Left plus Right. GoldenEye? Middle, plus your choice of Left or Right.
The real problems of that controller were the C-buttons instead of a stick, and the analog stick it did have being made out of hard plastic that hurt your hands if you were too vigorous with it.
 
N64 had the worst controller ever made.
Whoever designed the analog stick placement and material for the N64 must be a masochist. It's so narrow with the grooves on the stick itself causing massive irritation during prolonged use. It makes me wonder how the N64 succeeded like it did.

Close second would have to be the original Xbox controller. Unnecessarily huge to wield with awkward button placement. No shoulder buttons with that bulging logo in the way.
 
The real problems of that controller were the C-buttons instead of a stick, and the analog stick it did have being made out of hard plastic that hurt your hands if you were too vigorous with it.
Yeah, I've heard horror stories of kids who played Mario Party and ended up getting nasty blisters on their hands because the minigames involved spinning the stick as fast as you could, and the optimal way to do that was with the palm of your hand. Doing that also quickly wore out the mechanism in the stick that returned the stick to neutral, resulting in very floppy sticks from heavy use and effectively ruining the controllers.
 
Nowadays, I have so many games I almost feel a time crunch, like I'm in a hurry to play them all. Which leads to me being impatient and just wanting most games to hurry up and be over. I almost wonder if this is why we have the "game journo" mentality of wanting all games to have an easy mode so they can win, because there's just so many games and now it feels like you don't have the time to "git gud" at all of them.
I feel that way now as I'm getting older. Even with my Game Pass subscription, I usually only play a handful of games regularly. That "time crunch" is relevant when a game's servers are about to be axed or the game itself will be delisted. There's not enough time to get committed to EVERY game you'd want to have. I guess that's why game developers rely on microtransactions to make SOME money back on the fickle casuals.

Example: I'm going back and forth between games for the sake of achievements. I'm usually the type of guy that would play older games during a new release.
 
Whoever designed the analog stick placement and material for the N64 must be a masochist. It's so narrow with the grooves on the stick itself causing massive irritation during prolonged use. It makes me wonder how the N64 succeeded like it did.

Close second would have to be the original Xbox controller. Unnecessarily huge to wield with awkward button placement. No shoulder buttons with that bulging logo in the way.
N64 was designed for japanese and their noncey, child molesting sized hands.

The duke was built for man hands with fingers like pigs tits.

Duke is my second favourite controller behind the perfect, Xbox Elite V1, the most perfect controller ever made.
 
What was even the point of PS2's "pressure sensitive" buttons? What games even USED that feature? More pointless than Sony's SIXAXIS motion control functionality.
I know Metal Gear Solid 3 used it on the PS3. Made it hell to not kill people during some parts of my playthrough in RPCS3.
 
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