Unpopular Opinions about Video Games

The difference between 1 & Infinite is the difference between political themes and current politics. Infinite comes right around the Woke revolution, when all the libtards in America decided at once that they desperately needed to cure America of its racism, sexism, and problematic infatuation with its own racist, sexist past. Bioshock 1 is a story; Bioshock Infinite is a parable.
I know he's autistic but American Krogan did a very in depth breakdown on just how subversive and anti-american the series really is.
 
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I heavily dislike when in those roguelikes/dungeon crawlers there are enemies that can lower your level (permanently).

It usually requires 1 point of experience more to go back to the level you were in, but that means that all your experience gained for that level is gone, and worse, if you do not level up before being lowered another one, it means that you also lost an entire level, which is a waste of everyone's time.

Another thing, reincarnations (like in some Dragon Quest games I played a long time ago). That is when you have a particular type of character/ally (thief, knight, whatever), then you can reincarnate into another class to gain more abilities (like let's say paladin), but you start at level 1 again, so it's another grind.

Both these practices just artificially & substantially lengthen the game in the most boring and troublesome way possible.
 
One of the big problems with being an indie dev, or just a dev generally, is the split between ideas and execution. Having a big idea is easy, delivering on it is hard. As such collaborating or even hiring people is difficult because they quit after a week, often without saying anything, when they realise the scale of the task. Being on the other side of the collab is difficult as well, since there's a lot of "idea guys" who think their role is to come up with the ideas and the other person to do all the work fulfilling it.

Even when you can get people on the same page, then you have squabbling over stupid shit that doesn't matter until the entire thing is derailed. A great example can be seen in the KF Doom project.
That is true. Way too much usury and "idea guys" who are non-committal to even projects they themselves start.
 
Another thing, reincarnations (like in some Dragon Quest games I played a long time ago). That is when you have a particular type of character/ally (thief, knight, whatever), then you can reincarnate into another class to gain more abilities (like let's say paladin), but you start at level 1 again, so it's another grind.
I hate grinding in any game. My standard is, if a game starts to feel like work, I stop playing it. I've yet to play a game where pushing through the grind has been worth it.

I get shit for saying this (so thread tax?) but I think a lot of love for most JRPGs are weaponised sunk cost fallacy. "Oh, it gets good 15 hours in!". No it doesn't, it's just that's the point where you don't want to turn back.

That said, the part I quoted I don't mind so much. And it ties into why I play JRPGs on easy. When you're under level, you level up insanely fast. A trash mob will give a level or two. So provided you keep rotating who's on level up duty, you can build up sub classes really fast.

Edit: To be clear, it's still bullshit. Most JRPGs could do with increasing xp and gp rates. But that starts a wider conversation about JRPGs needing an editor in general. Most JRPGs you could cut 50-80 percent of the game and be left with a superiour experience.
 
Outlast is the most boring horror game ever made (second only to Mortuary Assistant). It's way too reliant cinematics, making it feel like a shitty movie. There's no feeling exploration or environmental story telling. And it's incredibly reliant on scripted chase sequences and hiding in lockers, so the gameplay quickly becomes stale and repetitive.

Every streamer I've watched who talks about horror games always talks about Outlast like it's actually scary, and it just baffles me every time I hear it.

Including some random guys' email that you can contact irl and confuse the fuck out of is a massive plus though.
 
Outlast is the most boring horror game ever made (second only to Mortuary Assistant). It's way too reliant cinematics, making it feel like a shitty movie. There's no feeling exploration or environmental story telling. And it's incredibly reliant on scripted chase sequences and hiding in lockers, so the gameplay quickly becomes stale and repetitive.

Every streamer I've watched who talks about horror games always talks about Outlast like it's actually scary, and it just baffles me every time I hear it.

Including some random guys' email that you can contact irl and confuse the fuck out of is a massive plus though.
When I was like 13, watching horror playthroughs on YouTube was my favorite pasttime. That was right after Amnesia and Slender were put out to pasture, so peak Outlast mania. I watched a handful of the "gameplay" before I realized I was bored as shit. All you do in that game is run around and hide, it made me pine for horror games where you actually get to fight the monsters.
 
When I was like 13, watching horror playthroughs on YouTube was my favorite pasttime. That was right after Amnesia and Slender were put out to pasture, so peak Outlast mania. I watched a handful of the "gameplay" before I realized I was bored as shit. All you do in that game is run around and hide, it made me pine for horror games where you actually get to fight the monsters.
Is there any horror game where you fight the monster, other than resident evil and its clones? Even silent hill has non existent combat, it's not meaningful combat by any means.
One of the big problems with being an indie dev, or just a dev generally, is the split between ideas and execution. Having a big idea is easy, delivering on it is hard. As such collaborating or even hiring people is difficult because they quit after a week, often without saying anything, when they realise the scale of the task. Being on the other side of the collab is difficult as well, since there's a lot of "idea guys" who think their role is to come up with the ideas and the other person to do all the work fulfilling it.
Youre like a gamedev guy, you could make a thread on game design docs. I've begun a habit of writing design docs for prospective ideas after watching a lot of capcom documentaries and playing ps2 games. I could pitch in a bit there.
 
Is there any horror game where you fight the monster, other than resident evil and its clones? Even silent hill has non existent combat, it's not meaningful combat by any means.
Pretty much all of them before amnesia, including penunbra by the same company. Even games about running away from stalker enemies like Haunting Ground or Clocktower 3 still had a combat system. Survival Horror kinda neccessitates it because by design they're about resource management.

Thankfully we seem to be straying away from the first person pacman games because there's only so many ways you can mix up "run from enemy" Chinese room has 1 more coming out that nobody will play. The only notable peaks of the quasi-genre were amnesia 1/outlast 1 for being the first ones, Alien Isolation for being the only big budget title and having really tight resource balancing though the limited enemy roster was a problem for how long the game is, Outlast trials for being the first good coop one and I'd add SOMA to that list because every enemy had a gimmick at least which made for good variety but its deaths are too lenient though allowing you to easily stumble through a section without unstand how an monsters ai worked.

Also if you're saying you havent played many Survival Horror games here's a list of good ones:
Haunting Ground
Clocktower 3
Rule of Rose
D2
Enemy zero
Siren 1/2/Blood Curse
Deadly Premonition
Signalis
Tormented Souls
 
Pretty much all of them before amnesia, including penunbra by the same company. Even games about running away from stalker enemies like Haunting Ground or Clocktower 3 still had a combat system. Survival Horror kinda neccessitates it because by design they're about resource management.

Thankfully we seem to be straying away from the first person pacman games because there's only so many ways you can mix up "run from enemy" Chinese room has 1 more coming out that nobody will play. The only notable peaks of the quasi-genre were amnesia 1/outlast 1 for being the first ones, Alien Isolation for being the only big budget title and having really tight resource balancing though the limited enemy roster was a problem for how long the game is, Outlast trials for being the first good coop one and I'd add SOMA to that list because every enemy had a gimmick at least which made for good variety but its deaths are too lenient though allowing you to easily stumble through a section without unstand how an monsters ai worked.

Also if you're saying you havent played many Survival Horror games here's a list of good ones:
Haunting Ground
Clocktower 3
Rule of Rose
D2
Enemy zero
Siren 1/2/Blood Curse
Deadly Premonition
Signalis
Tormented Souls
You said it there, even if they have a combat system, they're about running away. That's not combat for gameplay purposes, that's combat for aesthetic purposes. It's to make you feel vulnerable, not to give you any sort of agency.
 
You said it there, even if they have a combat system, they're about running away. That's not combat for gameplay purposes, that's combat for aesthetic purposes. It's to make you feel vulnerable, not to give you any sort of agency.
No I said the opposite:
Even games about running away from stalker enemies like Haunting Ground or Clocktower 3 still had a combat system.
The 2 games where you didn't have a gun and couldn't defeat your stalker still have combat systems in fact haunting ground has a pretty advanced moveset putting many modern games to shame.
 
Outlast is the most boring horror game ever made (second only to Mortuary Assistant). It's way too reliant cinematics, making it feel like a shitty movie. There's no feeling exploration or environmental story telling. And it's incredibly reliant on scripted chase sequences and hiding in lockers, so the gameplay quickly becomes stale and repetitive.

Every streamer I've watched who talks about horror games always talks about Outlast like it's actually scary, and it just baffles me every time I hear it.

Including some random guys' email that you can contact irl and confuse the fuck out of is a massive plus though.
I feel the same way about Alien Isolation. It's up there with the original FEAR where the clever AI is praised, but it's all smoke and mirrors. Even having the monster teleport behind you in some cases. People excuse it because near the end of the game it's revealed there were 2 aliens the whole time, so each time you get teleport killed, or it instantly escapes a locked room, it was actually the second alien. But I find that to be a weak excuse.

Is there any horror game where you fight the monster, other than resident evil and its clones? Even silent hill has non existent combat, it's not meaningful combat by any means.
You said it there, even if they have a combat system, they're about running away. That's not combat for gameplay purposes, that's combat for aesthetic purposes. It's to make you feel vulnerable, not to give you any sort of agency.
The problem you run into is how you define each term. Sounds like a cop-out or arguing semantics, but it's important. Doom is a horror game, you fight monsters in that, but those kinds of games are often dismissed as action games with horror aesthetics.

People often criticise old survival horror games for being clunky, but the controls are usually sharp, and there's a lot of skill to the games. You can look up various no damage or kill all runs on YouTube. Some are really impressive.
 
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Fallout 4 is fucking shite. It has no redeeming features, none. It's a miserable slog that would be ironically a better game if it was a miserable slog, but bethesda totally fuck up everything in the world and create a bland, messy, pointless, feelz4realz simulator that's so far detached from the base games that it may as well have been a new IP.

  • The intro is rushed. You should spend a few hours in your town/concord before the bombs fall because I just don't give a fuck that the town is gone.
  • I don't care about my wife or kid, so making the whole game about finding a kid ruins the experience.
  • You're forced to care for the sake of feels, whereas the other fallouts were about desperation, over-coming adversity and having to deal with a really shitty situation.
  • I hate the dog. fuck off and die and get the fuck away from under my feet and blocking doors.
  • Why is there a pristine, well-looked after german shephard knocking about in a nuclear wasteland?
  • "I don't know where concord is". It's that big fucking city, 200m away you fucking moron.
  • I don't care about preston gaycy or the minute men.
  • There's no order or rhyme or reason to the intro of the game; go to concord, then back home, then to some shack in the middle of nowhere, through a trainyard of ghouls to fight raiders living on a 5 story car plant or whatever, who have turrents and miniguns. Oh and do all this without going to a hub town first.
  • Try hard "zOMG!!! Powah ermer!! oh look deffclawww!! OMG such explosions much minigun".
  • No hub town.
  • The map is a littered mess and makes the whole place look dumb. You've had 200 years to move shit. I don't expect a New Vegas city, just clean the fucking roads for the caravans.
  • The gameplay and gunplay is more like Fall(out) of Duty.
  • None of the quests mean anything because every character is a generic-slop copy and paste of every other character. The BoS are no different from a raider.
  • Power armour needing power cores is fucking retarded.
Todd should be pelted with rotten eggs every second he's in public for this fucking disaster of a game. As a fallout game, it's really fucking shite. As a FPS/RPG it's equally shite.

TL;DR - Fallout 4 is terrible by every metric.
 
Doom is a horror game, you fight monsters in that, but those kinds of games are often dismissed as action games with horror aesthetics.

People often criticise old survival horror games for being clunky, but the controls are usually sharp, and there's a lot of skill to the games. You can look up various no damage or kill all runs on YouTube. Some are really impressive.
Horror games try to impart the experience of horror, a dreadful experience. Games with horror aesthetics have a different gameplay style with horror elements. If doom is a horror game then everything in the souls series except sekiro is a horror game, especially bloodborne. No, gamifying horror inherently requires removal of player agency and rarely does it work with giving the player agency. Some walk that middle line well, nightmare creatures, RE and bloodborne do that. Others in the silent hill lineage are just mostly linear with multiple endings. The horror gameplay itself is being put in a horror situation with limited agency. If you're given a shooting and ammo system but the bullets do no damage, then that system has no purpose except to make you feel deprived. That's not gameplay, that's a smokescreen narrative device.
 
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