Unpopular Opinions about Video Games

I dislike modern dodging. A dodge should be you moving point A to B fast enough to not be hit by attack targeting A, not you phasing through another dimension to not be hit by a solid object that is currently moving between A and B.

Unless the dodge actually involves phasing through dimensions.
I-frames arent exactly a modern thing they've been around forever but definitely have seen way too much overuse due to souls games. Dodging by outspacing attacks is definitely more satisfying though. That's one of god hand's greatest strengths is micro dodge attacks just barely its one of the rewarding things to learn in any game.
This is kind of hard to explain but I wish monsters in horror games were I guess I'll use the word defined maybe? Like you should be able to discern what they are and what their features are.

I've played so many recent horror games where the monsters are just blobs and you can't really tell what they're supposed to be, blobs aren't scary.
Silent Hill struck a really good balance of clearly defined but hard to distinguish in all of its visuals. I don't think its possible to replicate in HD resolutions though.
 
I really hate how Games nowadays are either shovelware squeezed out on a shoestring budget, or AAA-caliber bloated messes that OCCASIONALLY produce a real gem.

I don't know where the mid-tier Studios went, but it's really annoying.
They disappeared because for publicly traded companies, you either make all the money (more than playing the stock market) or your game is considered an obscure failure.

Another problem is that people demand extremes. We see this with the graphics debate. "I don't care about graphics, I only care about gameplay." Three seconds later. "I'm not playing that indie game made by one guys, it's got low poly models/pixel shit/stock assets." "I zoom into this crisp packet with a sniper rifle and the texture looks low res. What fucking lazy hacks made this garbage!" So then you have a middle market dev, what are they supposed to do?
 
I-frames arent exactly a modern thing they've been around forever but definitely have seen way too much overuse due to souls games. Dodging by outspacing attacks is definitely more satisfying though. That's one of god hand's greatest strengths is micro dodge attacks just barely its one of the rewarding things to learn in any game.
I think they are degenerate to gaming in general. They remove the aspect of positioning and turn combat to a glorified Guitar Hero.
 
I think they are degenerate to gaming in general. They remove the aspect of positioning and turn combat to a glorified Guitar Hero.
Theyre not inherently bad its just that souls games are just light attack>dodge>repeat. They're incredibly simple in every way so they basically are just rythm games.

Bayonetta however also uses i-frames for its primary defensive option but compensates with much deeper combo/scoring systems.

Most schmups/bullet hells which are entirely focused around micro positioning still have bombs that grant i-frames as a get out of jail free card (provided you hit the button before you die rather than be stingy about it)

And fighting games run the gambit of defensive options with blocks, perfect blocks, parries, counters, hyper armor for trades, teleports, phases, dashes, intercepts and whatever other mechanics they come up with.

Just like any mechanic, theyre a tool that can be used well or poorly. Its really not a good fit for souls games either because even when that series was good rolling in full steel mail was always kinda silly in a game known for its grounded immersive qualities.
 
Took me a few tries but I beat this as a teen. I didn't think it was that hard but most levels did take a couple of attempts.

The one I'd go with is Jak 2. The difficulty on some of those timed missions was bullshit, you basically had to drive from one end of the map to the other and not make a single mistake, in a world where there are a ton of other flying cars around you. Tried replaying it in college, lost interest pretty quick. Very surprised 14-year-old me had the patience to stick with it after losing a race because I didn't take a turn tight enough for the twentieth time.
It's funny how when your a kid, you have infinite patience for hard games. I'll never forget the fucking Water Slums, that was my Nam.
 
I finally sat down and beat Jak 2 after it sitting on my shelf for nearly a decade, and I wanted to play it before Jak 3, and that game is some bullshit. And then, just like they did from 1 to 2, they started off 3 with some nonsense to give it a clean break from 2's plot. The series is not a "trilogy" in any meaningful way other than each game having a sequential number on it.
 
I'm tired of mediocre pixel art. I don't mind it when it's great, like Bloodstained. But I would prefer to see more Vanillaware tier 2D art instead.
This 1000 times. Dragon's Crown scratched my itch not just for the pixel quality but for how much it reminded me of old Larry Elmore and Frank Frazetta (sp) art. I eat that shit up like groceries.

Anyway, unpopular opinion; The Adventures of Bayou Billy was my favorite NES title, it was a good game, and I will not only die on that hill it's wired to blow so it'll die with me.
 
This is kind of hard to explain but I wish monsters in horror games were I guess I'll use the word defined maybe? Like you should be able to discern what they are and what their features are.

I've played so many recent horror games where the monsters are just blobs and you can't really tell what they're supposed to be, blobs aren't scary.
Its like devs forgot there's more to making a monster scary than body horror. Was looking at some Calisto Protocol models and i just kinda lost the shock value of seeing a deformed human body.
 
This 1000 times. Dragon's Crown scratched my itch not just for the pixel quality but for how much it reminded me of old Larry Elmore and Frank Frazetta (sp) art. I eat that shit up like groceries.
Yeah, the only game that matches their stuff was Cuphead, but I'm not into the art style (though its quality is very high). It's sad so few games are at that level.
 
Hmmm yeah ok somebody never watched The Blob... we'll see how unscared you are when your skeleton's getting dissolved by a giant space monster
If only! I wish we got more Blob dissolving you alive and less bland monster slamming you against the ground with a small splurt of blood coming out of a non-existent wound

Not a gorehound by any means, but one of the ways you make your enemies scarier is by showing what they can do to you if they get you
 
Adults wind down from video games because they're expensive, they don't have anybody to play with and/or they're busy.

Edit: not "wind down," I mean like back away from the hobby over time. It's not compelling anymore.
I could pirate if I wanted to, and I never cared about multiplayer. Gaming is not compelling/competitive/economical for reasons other than cash.

Games are story (I don't mean "cutscenes" or "lore", fuck this) plus challenge. Both components require immersion / suspension of disbelief of sorts, and both are now hopelessly gay beyond pure wokism. To play a game, I must force myself to believe, at least for a while, that getting better at it is "worth it", both in terms of skill and in terms of helping to see the story to the end.

Tranny difficulty, game journo difficulty, and general sloppiness make it very obvious the difficulty is arbitrary. It's a tax. I must suffer "this much" to experience "The Story". Which is if not woke then still written by either syphilitic English majors contemplating adultery or infected normies trying their best to imitate them. If I wanted to watch a cucked soybrained story that doesn't feel like I "won" at all, I shouldn't have wasted all that time getting better, I could've watched a movie. Ooh but I could've turned the difficulty down all the way to game journo -- this makes it all the more obvious it's a tax.

And on the other hand there's tranny difficulty, split-frame trick jumps that can only be achieved at the expense of your penis. This part? Oh, it's not required to finish the game. Yes it's like a third of the game, but it's not 💅required💅. Just like your dick. Wink wink. Best case there's "accessiblity options" which prove it's not a game, it's a toy, a collection of assets, they forgot to design the fucking game.

Add to this: secrets that are meant to be discovered not by each player but "collectively" (one player out of a thousand discovers it, everyone else watches a walkthrough on youtube). Roleplaying games with trap "builds" for "replay value", where you're supposed to foresee ccccombo item gains and boss battles but the basic damage formulas are hidden.

idunno, maybe game difficulty was the original sin, maybe it's what we fucking deserve, maybe everyone who ever wanted adjustable difficulty is complicit in acts of game journalism committed in our name.
 
Was in the FTL thread and it also reminded me of another game I bought because of Rich Evans. Vanquish is a game that failed in all of its goals. For those who don't know, it's a third person shooter game that wants you to not use cover, slide towards the enemy, and avoid getting shot like in old Shoot 'em ups. The first failing is Shoot 'em ups work because you can see every shot coming at you, so it feels fair when you get hit. Obviously in Third person, you can't see all of the battlefield so if you get hit, you probably couldn't have seen it coming and it was moving too fast anyways. Then there's the melee aspect when if you slide and make contact, your shield goes down to do damage. This is actually a disincentive so you don't want to melee in a game that wants you to play aggressively. Third is that by allowing the cover system at all, novice players do that and maybe the slow time mechanic to line up shots. They aren't learning to play aggressively and being too aggressive is punishing anyways.

Good thing Bayonetta and Nier Automata had better thought-out mechanics.
 
What about Jak Combat Racing?
Never played it myself, but from everything I've heard, it was a really solid racing game which isn't too surprising since they made Crash Team Racing. Not really something I wanted from the Jak series, but it's nice to know it didn't suck.
 
I have no idea if this even counts but I don't like how much of the industry copied Dark Souls once it became the best series for gamers ever. I'm not mad at the souls series, at the most I'm annoyed by the more obnoxious fans but that's any game. I'm irritated that it's harder to find action-adventure games without the harder difficulty that asks me to spend a lot of time getting good at the game and lessened difficulty variety for us filthy fucking casuals for a while. I'm tired of companies going "but don't you like Dark Souls?" when I ask for a more single player oriented game. Many independent developers were inspired by the Souls genre so they have a reason they did it rather than "Make it like this so we can make money," not that there isn't indie developers like that of course. I think the trend is going down and the Soulslike glut is lessening, so at least that's nice. I just want a balance so I can play games while zoning out tired after a long day instead of focusing on improving something. The brick wall chipping can be a lot of fun, I respect people who do it, but damn do I have a limit on dedication I can give.
 
I finally sat down and beat Jak 2 after it sitting on my shelf for nearly a decade, and I wanted to play it before Jak 3, and that game is some bullshit. And then, just like they did from 1 to 2, they started off 3 with some nonsense to give it a clean break from 2's plot. The series is not a "trilogy" in any meaningful way other than each game having a sequential number on it.
I'm the biggest Jak and Daxter fanboy I know but the story of 3 is like a sequel to a game that never happened. There are so many moving parts and reveals that have nothing to do with 2 and it's super noticeable. Honestly Jak X is a better jak 2 sequel.
 
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