Unpopular Opinions about Video Games

between the awful character models, monetization shit and obnoxius presentation i couldnt stand 10 minutes of wwe2k24. i know i sound like a boomer but why the fuck current games are so shit. ill fire up sd:hctp
 
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When it comes to Racing Games, I don't mind when EVs and fictional cars from other franchises, i.e. the Halo Warthog being in Forza Horizon, are included in them. I do have a massive distain for Gran Turismo's Vision GT cars, as an exception to that rule, since they're the equivalent of a 5 year old making up a car with made-up stats, and they don't look appealing at all, even compared to EVs and fictional cars. Also, about the debate of whether Racing Games should have more high-end super/hypercars, or everyday shitboxes, I would prefer the former, although there would be some shitboxes that I wouldn't mind seeing, i.e. if Forza decided to add a Big Altima Energy Car Pack, which consists of only Nissan Altimas.
 
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It really depends on the series, it's almost a coin flip. Sometimes it's skippable (Final Fantasy, Metroid, Metal Gear) but other times it's the best (Devil May Cry, Wario Land, Parasite Eve).
Street Fighter I into Street Fighter II is a good example of this. The first game is awful and is not even a proper fighting game. The second game is almost a complete redesign and would become one of the most influential and highest selling titles in gaming history. With dozens of upgrades and revisions, sequels, and hundreds of copycat games.
Sure - it's not a hard and fast rule and there certainly are plenty of unarguably terrible original games like Street Fighter that were later honed into something good. But more often than I'd expect, I find the charm of simplicity to be more appealing than more ambitious, complex iteration on a game concept.
 
Sure - it's not a hard and fast rule and there certainly are plenty of unarguably terrible original games like Street Fighter that were later honed into something good. But more often than I'd expect, I find the charm of simplicity to be more appealing than more ambitious, complex iteration on a game concept.
Street fighter is a really bad example isnt it the first of a genre? Its a proto game that came out the same year as the first beat em up. So there really was no blueprint at all for it.

I can't think of many other games even close to that bad that became a series, I'm not even sure what games you get recommended to skip that the sequels do better.
 
I'm pretty sure the industry has been crashing for a good decade now.
I’ve said this ad nauseam here but there was a crash during The Great Recession. A lot of developers either closed up shop, merged with others, or just started churning out annual or biennial sequels. A lot of developers struggled with the change to high definition and could not sell enough copies of games to make it. Any game that took some risks and failed shut down but annual Call of Duty games sold like gangbusters. As someone who does not like AAA gaming, it was around the era I started losing interest in games.

I’m not surprised that the move to 4K/8K gaming is causing a similar issue where budgets are now in the hundreds of millions of dollars and not selling 5 million copies in the first week means the future of the developer is now in question.
 
I’ve said this ad nauseam here but there was a crash during The Great Recession. A lot of developers either closed up shop, merged with others, or just started churning out annual or biennial sequels. A lot of developers struggled with the change to high definition and could not sell enough copies of games to make it. Any game that took some risks and failed shut down but annual Call of Duty games sold like gangbusters. As someone who does not like AAA gaming, it was around the era I started losing interest in games.

I’m not surprised that the move to 4K/8K gaming is causing a similar issue where budgets are now in the hundreds of millions of dollars and not selling 5 million copies in the first week means the future of the developer is now in question.
This also led to gaming becoming more akin to dumb blondes; pretty to look at, less innovative in terms of mechanics or gameplay. It's to the point now where if a AAA game actually is great and does sell well, that's the exception that proves the rule.
 
I dislike the N64 because of its architecture and I believe it's an poorly designed, overhyped, and overpraised console. Nintendo should've made it a CD based system but they had already made a couple of fuck ups like the Virtual Boy and the failed partnerships with Sony and Phillips. I don't care about the argument about loading times, the graphics on that system look like absolute crap and render poorly. And to add insult to injury, the use of cartridges didn't allow for cutscenes and made it more expensive for video game developers thus having a lacklustre library. Developers had to cut a lot of corners when creating ports for the N64 by skimping out on dialogue and sprites because the cartridges were so limited in space. And while the addition of the joystick was innovative, how is putting it all the way at the bottom supposed to comfortable to manoeuvre during gameplay?



However, I adore the N64 DD (Disk Drive) and its concept. The N64 DD is what the N64 should've been from the beginning. It's such a cool system and it's such a shame that it didn't catch on.



The BIOS and games on it are so cool.

 
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I don't understand the Divinity Original Sin series and why it's so praised.

I guess being able to interact with every fork and knife on every dinner table or set a puddle of oil ablaze with fire spells and put it out with water (among other similar environment-based interactions) were killer features audiences had been dying for in turn-based isometric RPGs, but it does nothing for me. And it comes at the cost of those unique mechanics being implemented in such kludgy, unclear ways that I often didn't know if I was playing the game as intended or cheesing my way through it.

I also would swear that quests, the journal function, and party management were designed by the Antichrist to make gameplay as tedious as possible. I might be able to understand it better if the games were dungeon-crawlers with those complex combat systems as the primary focus and everything else being ancillary, but that's not really the case and you spend plenty of time dealing with the frustrating, unpolished RPG elements.

I love the '90s isometric D&D games and usually love tactical turn-based combat (XCOM, the 2010s Shadowrun games, etc), so this stuff should be right up my alley but I've rage-quit (bored-quit?) both DOS 1 and 2 multiple times over the years. Clearly a ton of people enjoy them, but I'll be damned if I can figure out why.
 
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I guess being able to interact with every fork and knife on every dinner table or set a puddle of oil ablaze with fire spells and put it out with water (among other similar environment-based interactions) were killer features audiences had been dying for in turn-based isometric RPGs, but it does nothing for me. And it comes at the cost of those unique mechanics being implemented in such kludgy, unclear ways that I often didn't know if I was playing the game as intended or cheesing my way through it.
It's a fun setting with a good story.
If you don't like the weird surface combat, then just set it to easy and enjoy the ride.
 
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Unpopular opinion: there's quite a few series where the common knowledge is "just skip the first game; it's more of a proof-of-concept and the sequel is a lot bigger and better" and I very often find myself enjoying that first game better. There's a focus and clarity of purpose that can come with an original concept and limited budget and it's frequently diluted by "bigger and better", even if things become more polished and streamlined in the process.

It really depends. I'll skip SimCity (1989) and Metroid (the whole plotline of the first two games are condensed basically in the opening lines of Super Metroid)...and I heard Half-Life really isn't that helpful if you want more explanation on Half-Life 2.

The main issue is when games try to go "bigger and better" and end up screwing up a lot of balance and nuance of the original, especially when it's a rush job. Batman: Arkham City is one such game, but it goes for others too—Yoot Tower (compared with SimTower) is designed to be bigger, better, and deeper than its predecessor but somehow comes up short and just ends up overcomplicated and full of gimmicks.
 
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I heard Half-Life really isn't that helpful if you want more explanation on Half-Life 2.
Half-Life is actually a pretty good example of this (although I don't think most people recommend skipping that one) - it was a more self-contained experience that really made the most of its core combat and puzzle gameplay compared to Half-Life 2, which had a much more ambitious scope, but was so focused on set pieces, spectacle, and gimmicks that were technically impressive by 2004 standards that the first-person shooter aspect felt perfunctory.
 
I heard Half-Life really isn't that helpful if you want more explanation on Half-Life 2.
If you started the series with the original game 1998 you will recognize that Half Life 2 is essentially a soft reboot that reworks the franchise quite a bit. Introducing new factions and characters out of nowhere. Retconning the G-Man almost entirely. Focusing heavily on physics puzzles and on rails shooting and constant one liner style writing from the NPCs. It was also one of those games designed where if you didn't play the previous games you could still get into it because Valve knew that tons of players would be playing Half Life 2 as their first entry into the franchise.

Like how Mass Effect 2 and 3 basically restart the story in their first acts for new players and barely anything carries over. Mass Effect 2's restart was so direct for the player that they kill and revive the main character to drive the point home. A lot of these series are designed so that if you miss the previous games you can pick up just about anywhere and not be lost. Lots of movie franchises are designed the same way as well where each one tries to give the casual audience as much of a self contained story as possible to maximize sales.
Half-Life is actually a pretty good example of this (although I don't think most people recommend skipping that one) - it was a more self-contained experience that really made the most of its core combat and puzzle gameplay compared to Half-Life 2, which had a much more ambitious scope, but was so focused on set pieces, spectacle, and gimmicks that were technically impressive by 2004 standards that the first-person shooter aspect felt perfunctory.
Half Life 2 took the series in its direction of being an engine or hardware showcase that was more about showing the players the abilities of the game engine. To the point where the puzzles and physics are far more important of a focus than the actual story or world. And now the series is more about selling Alyx as a character and VR headsets. Than Freeman and old school FPS gameplay. But most modern Half Life fans seem to prefer the VR game over Half Life 1 if you look at the general discussions around the franchise.
 
I dislike the N64 because of its architecture and I believe it's an poorly designed, overhyped, and overpraised console.
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I'll counter that with my experience with the DS.

It's not a perfect 1:1 of course, their horsepower isn't identical and the artists took liberties that wouldn't work on a big screen (2D elements in particular).

But the DS has legions of great games that would have been killer early in the N64 era. I'm not talking gimmick puzzle games (probably the misconception that makes people skip DS emulation) but perfectly "traditional" games where the touchscreen is used rarely enough that it would easily be ported out.

Great 3D games were absolutely possible on the N64, it's just that no one bothered. I realize this might defend your point (devs couldn't afford to learn the ins and outs of the system) but that furthers another unpopular opinion of mine that game genres are cultural and not technological.

Look at C.O.P. The Recruit, Firetop Mountain, Modern Warfare Defiance or Lufia 2 and tell me 1996 kids wouldn't have been all over that shit.
 
The original Mass Effect is my favorite game of the series.
A lot of people I know say that Mass Effect 2 is the only good game in the series but I don't agree. I think they are all solid action RPGs with a great story but the first game is my favorite because it makes the galaxy feel huge in a way the other two don't without getting so bogged down in pointless collection side quests that I lose interest(I am looking at you Skyrim as an example of just way too much stuff to do). I think the series lost something when it stopped letting you explore planets and just dropped you into the mission with nothing else to do. Also, I like that in the first game you don't steer the ship yourself and you don't scan planets for hours, you just tell the ship where to go and it goes there and you tell your crew to pick up minor finds on planets, to me that feels more like what a reall space ship captain would do than doing every little thing yourself. I also like the much more open and lived in feel of the Citadel in Mass Effect one compared to the very closed off feeling I get in the sequels.

I love all three Mass Effect games but the first is my favorite and every time I hear people talking about this series it seems new comers are just told to "Skip the first game" and I have no idea why.
 
I do have a massive distain for Gran Turismo's Vision GT cars, as an exception to that rule, since they're the equivalent of a 5 year old making up a car with made-up stats, and they don't look appealing at all, even compared to EVs and fictional cars.

I especially hated Vision GT cars in GT5 because PD spent so many resources designing those that it cut into the development time to actually make new track and car models. Last game I played from them is GT6, which is the second most disappointing game I have ever played, the first being GT5.
 
I assume you mean Lufia: Curse of the Sinistrals.

Eh. I'll give them credit for trying and for the NG+ ending, which was a nice thing to do for the fans after so many years. But holy shit those character designs just show the absolute degeneration that has occurred.
 
And while the addition of the joystick was innovative, how is putting it all the way at the bottom supposed to comfortable to manoeuvre during gameplay?
My guess is that having a thumbstick on a controller was a new enough concept to where the idea of it being the main method of controlling a game wasn't yet established, so they designed it so the stick could be used with either hand, depending on what the game called for. And then everything just used it with the left hand, anyway.

The N64 controller's circuit board makes it look like the stick was an afterthought, as it's attached by a ribbon cable.

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The N64 controller actually does feel really good when held with your left hand on the D-pad, like a nice six-button controller.
 
I think they are all solid action RPGs with a great story
There are good individual writing moments in all three games, but as an overarching story the first game set up a neat premise that both sequels completely failed to deliver on. To this day, people laser-focus on Mass Effect 3's ending as if it were the whole problem, but it was nothing more than the inevitable outcome of a catastrophic failure to move the plot forward.
 
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I'll counter that with my experience with the DS.

It's not a perfect 1:1 of course, their horsepower isn't identical and the artists took liberties that wouldn't work on a big screen (2D elements in particular).

But the DS has legions of great games that would have been killer early in the N64 era. I'm not talking gimmick puzzle games (probably the misconception that makes people skip DS emulation) but perfectly "traditional" games where the touchscreen is used rarely enough that it would easily be ported out.

Great 3D games were absolutely possible on the N64, it's just that no one bothered. I realize this might defend your point (devs couldn't afford to learn the ins and outs of the system) but that furthers another unpopular opinion of mine that game genres are cultural and not technological.

Look at C.O.P. The Recruit, Firetop Mountain, Modern Warfare Defiance or Lufia 2 and tell me 1996 kids wouldn't have been all over that shit.

The reason why the Nintendo DS and the Wii did so well (they're in the top five ranking of best selling consoles of all time) because their architectures were inexpensive for developers to create games on the systems, which on one hand lead to numerous innovative classics that push the consoles to their limits and on the other crappy shovelware clones.

The PSP sold pretty well too and while it was more powerful than the DS but not so powerful that developers couldn't develop games for it without difficulty and concerns about budget. However, its successor the PS Vita did not do well because it was overpowered and only had a library that Otakus and weeaboos would enjoy.
 
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