Unpopular Opinions about Video Games

That's incorrect. Fallout 1 and especially 2 have a bunch of followers.
Followers isn't the same as a team-based RPG, c'mon brah.

Too Human was an under-rated gem and the closest we came to having a true competitor to Diablo. PoE is gatcha, mobile-based schlock.
 
That phrase. I do not think it means what you think it means.

"Show, not tell" is explicitly not about codex entries and shit.
I'm saying people don't have any creative capacity anymore. Most people just don't even try to imagine what the fuck is happening off-screen when they are playing a game or watching a film.

Talented writers take this into account while making a story. Obviously, shitty writers - the reality for almost every game out there - just expect players to pay attention exclusively to the dialogs and info dump. That's the point I was trying to make.
 
Most "difficult", "hardcore" autism mods suck ass and people who like playing them should just visit a dominatrix for cock and ball torture.
Shoutouts to MEIOU (EU3), EB (Rome), Long War (XCOM), Bobs & Angels (Factorio), Deathrun (Subnautica) and a dozen others I'm probably forgetting.
Hey, inserters being able to go to the sides is a nice qol but that's about it.
 
Speaking of F-Zero, I wish we could get a proper new F-Zero game. I know Nintendo sees it as redundant with Mario Kart taking over the racing genre, but I think it could be really cool if they did some kind of action game following Captain Falcon's bounty hunting career. In fact I bet Platinum could do something really cool with it.
Is F-Zero 99 popular? I know the franchise as a whole has been a financial flop which I would say has been a significant factor in pushing the series. I remember seeing an old Nintendo quote where an exec was genuinely surprised that people were clamoring for a new F-Zero game because they always sold like shit. If F-Zero 99 is Nintendo testing the waters again, we might see new F-Zero material down the line.
 
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I'm saying people don't have any creative capacity anymore. Most people just don't even try to imagine what the fuck is happening off-screen when they are playing a game or watching a film.

Talented writers take this into account while making a story. Obviously, shitty writers - the reality for almost every game out there - just expect players to pay attention exclusively to the dialogs and info dump. That's the point I was trying to make.

Sorry, it's sometimes hard to keep track of what's sarcasm and what's legitimate autistic drivel.
 
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Reactions: Raging Capybara
Atomic Heart is an overrated piece of shit.
Keighley was right when he gave no nominations for this game.
Who rates that game highly? It did a couple things ok but nothing particularly well or that hadn't been done better by other games. If it wasn't for some Ukrainian tranny faggot shitting his pants and dilating over the game before it came out, I feel like it would have flown under the radar even more.
 
…So how about those unpopular opinions?

Mine is I think roguelikes are actually cool and good. Give me randomly generated levels and a cross-run progression system and I’ll suck every bit of entertainment I can from that bitch like marrow from a bone.
In truth, any game with a cross-run progression system is not a roguelike
 
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Reactions: Lurking no more
Gosh, it's so fucking stuck up of RPG players to want an RPG in their RPG.
Except they don't. They want it so you have to min-max your build just to get past the first dungeon or know where all the items are hidden.

"Oh, you played Daggerfall and you didn't take the backstory option that has you start with the black dagger? Die, restart, and role play a better character."
"You are playing a low charisma character? Enjoy being locked out the main quest because the key NPCs won't talk to you."
"You can role play any character you can dream of! ...as long as it's one of these 3 viable builds..."

Ever since when did people use number of sales to justify their game actually being good? How many niggercattle buy slop like CoD and FIFA?
It depends on if there guy is doing well. I saw this with Nintendo fans a lot. The Wii sold like hot cakes made of crack? "Best console ever. The sales prove it!" WiiU losing to Sony and MS? "Sales don't matter, it's quality of exclusives that matter!"

Also the "numbers" are often heavily inflated or outright lies. People showed the sales figures for stuff like Last of Us 2 and how most of its copies were sold on sale and heavily discounted.
Or simple wholesale numbers. Copies sitting on shelves until they're dumped in a landfill local goodwills count as sales. People should realise that gamed picked up "Hollywood accounting" tactics to defend talentless hacks. I think on some level people know this, but they have to defend their plastic brick of choice.
 
Rogue is a better game than most of the bigger Roguelikes that followed it. Character creation is literally just inputting a name, so you don't have to spend eons creating a character who then proceeds to die two levels in, every level is at most 9 room, and there's only 26 levels, so you don't have to dedicate 5000 hours to each playthrough like you would with something like Angband, and the game is mechanically simple compared to things that came after, so you don't need to dedicate time to reading wikis. Not to mention, the lack of meta progression compared to modern Roguelites means that you don't have to dedicate multiple failed playthroughs to getting more powerful, the only thing that changes is your skill and the randomization.
The Doom Roguelike is the only other roguelike I've played that I've enjoyed as much as Rogue.
 
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Rogue is a better game than most of the bigger Roguelikes that followed it. Character creation is literally just inputting a name, so you don't have to spend eons creating a character who then proceeds to die two levels in, every level is at most 9 room, and there's only 26 levels, so you don't have to dedicate 5000 hours to each playthrough like you would with something like Angband, and the game is mechanically simple compared to things that came after, so you don't need to dedicate time to reading wikis. Not to mention, the lack of meta progression compared to modern Roguelites means that you don't have to dedicate multiple failed playthroughs to getting more powerful, the only thing that changes is your skill and the randomization.
The Doom Roguelike is the only other roguelike I've played that I've enjoyed as much as Rogue.
Spelunky: Character creation is pressing start
FTL: Faster Than Light: Character creation is picking which ship and pressing start
Downwell: Character creation is pressing start
Don't Starve: Character creation is picking a character and pressing start
Invisible, Inc: Character creation is picking a duo and pressing start
The Flame in the Flood: Character creation is pressing start
 
Now this would be a real unpopular opinion. People loooove their cross progression meta gaming.
Unless all the unlocks are fluff like skins it kind of defeats the concept. If you "die your way to victory" it's basically an idle gacha game with extra steps. Honestly I've gotten hooked on a couple such games but they leave me feeling a little dirty.

otoh I've spotted a couple of games that have little to no randomness tagged as "roguelikes". They are more like modernized arcade games, but apparently the Steam commoners have no other way to grok the concept of replaying a short game until you can do it without dying. Well, whatever gets the kids reading, I guess.

The Doom Roguelike is the only other roguelike I've played that I've enjoyed as much as Rogue.
I would recommend Brogue, Infra Arcana, and maybe Sil on the odd chance you haven't tried them. I'm pretty fond of *bands though because you really don't need to know that much and you can proceed at your own pace and figure things out with no pressure.

Spelunky: Character creation is pressing start
FTL: Faster Than Light: Character creation is picking which ship and pressing start
Downwell: Character creation is pressing start
Don't Starve: Character creation is picking a character and pressing start
Invisible, Inc: Character creation is picking a duo and pressing start
The Flame in the Flood: Character creation is pressing start
like proving that women can have penises by listing a bunch of shemales
 
Except they don't. They want it so you have to min-max your build just to get past the first dungeon or know where all the items are hidden.

"Oh, you played Daggerfall and you didn't take the backstory option that has you start with the black dagger? Die, restart, and role play a better character."
"You are playing a low charisma character? Enjoy being locked out the main quest because the key NPCs won't talk to you."
"You can role play any character you can dream of! ...as long as it's one of these 3 viable builds..."
That's why JRPGs stole their lunch money during the late 90s and early 2000s. JRPGs were just easier to play and get into; hence why a game like FF7 can compete with mainline blockbusters like Donkey Kong, but they'd be lucky if they could sell 100K copies of ''insert digital DnD game here.'' The dominant RPG forumla for the sixth console generation was the JRPG, but in that very same era, you saw a lot of good WRPGs like KOTOR, Oblivion, and Jade Empire.

Competition keeps things on edge and keeps high quality for everyone; when the WRPGs dominated the late 7th console generation, they became too big for their britches and began to fail in the 8th. Bioware employees being told to have faith in ''Bioware Magic'' instead of realizing that said ''magic'' was good storytelling that drew in crowds and gave WRPGs the upper hand during the 2010s.

It depends on if there guy is doing well. I saw this with Nintendo fans a lot. The Wii sold like hot cakes made of crack? "Best console ever. The sales prove it!" WiiU losing to Sony and MS? "Sales don't matter, it's quality of exclusives that matter!"
To be fair to Nintendo fans, at least the games they're churning out are still somewhat fun. Repetitive, but hey, it gets people to buy more copies, so it makes sense that they don't mess with a formula that works.
 
Or simple wholesale numbers. Copies sitting on shelves until they're dumped in a landfill local goodwills count as sales. People should realise that gamed picked up "Hollywood accounting" tactics to defend talentless hacks. I think on some level people know this, but they have to defend their plastic brick of choice.
And don't forget about promotional giveaways, as seen with Playstation's PS Plus service or Xbox Live. I distinctly recall that PSN attempted to give me a copy of Star Wars Squadrons on no less than three separate occasions(and it going for a song basically every time they ran a sale, which was roughly every 3 months), which was particularly aggravating since I purchased it for full price on day 1. The worst part is that in spite of them trying to push that game so fucking hard, it was still failing because EA abandoned the game in a state filled with game-breaking exploits that made the multiplayer totally inaccessible to anybody other than sweatlords. But hey, anything to claim that your game 'sold over 1 million copies' to investors.
 
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