Unpopular Opinions about Video Games

At least have actual changes across difficulties, none of this "we increased the damage taken and decreased the damage dealt" and the inverse for lower difficulties. This area had 3 of this tougher enemy in this section? Make it more and maybe add a much tougher enemy in that pack. Have the AI be more aggressive on higher difficulties or maybe new abilities. Just do something.
Resident Evil 7 Madhouse mode did higher difficulty right. They did do the increase damage taken/decrease damage dealt but they changed where items were located, changed enemy spawns, added enemies in places that don't have them on lower difficulties, and there is at least one puzzle where you can completely skip getting the item for in the beginning of the game.
 
You get dropped into Hyrule with no idea where to go. But it's not like you'll be wandering forever. There's only so many places you can go until you get more items. It was a fun experience for the time. The game felt huge and it was so rewarded when you discovered something on your own.

You can totally play it without a guide. I'd recommend guides as a last resort. I don't use them unless I've been stuck forever or am replaying a game and forgot something important.

As for games without maps, you can draw them. Just like oldschool.
Am I cheating myself out of being able to say I truly completed the game? Maybe, I don’t regret it. Previously I was playing Castlevania Aria of Sorrow, getting thru this Waterfall is the biggest bullshit without cheating and requires you to grind one specific enemy most people would probably never pay attention to.
Old games just had plenty of this shit. I don’t hate them because I’m a dirty cheater.
 
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Resident Evil 7 Madhouse mode did higher difficulty right. They did do the increase damage taken/decrease damage dealt but they changed where items were located, changed enemy spawns, added enemies in places that don't have them on lower difficulties, and there is at least one puzzle where you can completely skip getting the item for in the beginning of the game.
Yea but it had a weird difficulty curve the first couple encounters are hard as shit but after jack 1 the game is a breeze again because enemies still die in 1 shotgun blast
 
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Now you’re being a nitpicking nerd. Yeah the chapter is “Follow Freeman.”

Me being a guide seeking scrub doesn’t mess up games. I grew up playing with my sibling’s retro games I dare anyone to play the original NES Zeldas without getting a guide out. It either requires a guide or insane patience.

I’m happy with games having convoluted bullshit. I like walkthroughs, I like when they tell you of mechanics and details that you might not even notice unless you read a guide. It’s fun.
That's literally most old NES games. They give you a game that's addictive enough to poke your curiosity, but you don't know how to beat it. Then they give you the answer key through Nintendo Power or a licensed strategy guide, and you cough up extra money to get that.

Welcome to the old world's version of charging extra for gameplay. Nowadays, it's day-one DLCs and microtransactions, back then, they had convoluted puzzles whose answer keys had a price tag.
 
I want to play as a cat in FPS in a regular suburban town.
I want a Postal game where Postal Dude becomes a cat.
I remember way back a lot of hardcore gamers would rip on the Batman Arkham games and the detective vision which served a similar purpose as yellow paint. I don’t think they were mad so much as mocking how so many games ripped off Arkham Asylum. But it’s like what do you want from game devs it’s easy to get lost in games if they don’t want to give you a map system? Just remembered the infamous Half-Life Playtester:
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Yeah that playtester was dumb but I raged a bit trying to navigate the City17 apartments. It doesn’t help that so much of everything looks the same in HL2.
Heh. Greg Coomer.
 
As for games without maps, you can draw them. Just like oldschool.
I've always wondered why more games don't include built-in note taking, especially for RPG's. Having people write down objectives instead of automatically filling it out would be an easy way to add immersion to genres like that. Maybe have transcripts of all conversations the player has that they can refer to.
 
I enjoyed the original Playstation Resident Evil games and Silent Hill for both, their atmosphere and their gameplay.

I loved the exploration, the puzzles and (for the most part) the combat. The tank controls seemed honestly pretty intuitive at the time, since I didn't really know how 3D characters were supposed to be controlled from a third person perspective. When I started hanging out in video game related chats and on message boards, I was pretty bewildered that "Yeah, cool atmosphere/story, shit gameplay" was the common take on those titles. I recently replayed the original Silent Hill, and I still love it.
 
I've always wondered why more games don't include built-in note taking, especially for RPG's. Having people write down objectives instead of automatically filling it out would be an easy way to add immersion to genres like that. Maybe have transcripts of all conversations the player has that they can refer to.
Hell, even the first System Shock actually had a form of that. Definitely an underrated feature.
 
Since HL2 was mentioned, I also got it from the anniversary giveaway, and I got bored of it pretty quickly. I still want to replay HL1 often, but so far HL2 has been a slog. I get not wanting to have the "yellow paint" thing going on, but come on, HL2 is a mess. HL1 had no issues with the pacing or the map design, I almost always knew where to go, and the gameplay is just far more fun.
 
I've always wondered why more games don't include built-in note taking, especially for RPG's. Having people write down objectives instead of automatically filling it out would be an easy way to add immersion to genres like that. Maybe have transcripts of all conversations the player has that they can refer to.
That's one of the things I liked about DS, it made it reasonably easy to do, all on one device, sometimes a game even had the feature built-in.
 
You get dropped into Hyrule with no idea where to go.
The Legend of Zelda's instruction manual included a text walkthrough that covered up to the second dungeon. It also included a fold-out map for most of the overworld and the first few dungeons, plus a list of which items could be found in which dungeons, plus a bunch of hints for some of the more obscure bullshit the game threw at you, like how to get to level 9. The idea that the original Zelda involved no hand-holding is based more on nostalgia than reality. Some kids who rented the game in the 80s may never have seen the manual, but Nintendo clearly intended to hold the player's hand.
 
I think it's time to drop the term "indie" now that succesful smaller dev teams have become part of the norm and the contrast in quality between "indie" and "AAA" games has practically disappeared. Many indie games now are of far greater quality and popularity than day 1 releases of AAA games, in spite of the lesser resources available. I think the availability of resources is no longer indicative of the games quality. If anything, big budget AAA releases are now the ones deserving of a prefix and everything else should just be "games".
 
I'm glad simple ports like Black Ops II and Assassin's Creed III exist on the Wii U. They're the original vision of video games with minimal patches that change the experience. They're "stuck in time," in a sense. The Orange Box on Xbox/PS3 serves that purpose as well. You get Team Fortress 2 as if was from 2007 without the massive updates the PC version was fortunate to receive over time. It's a time capsule that cannot be experienced without the original copy.
 
I think it's time to drop the term "indie" now that succesful smaller dev teams have become part of the norm and the contrast in quality between "indie" and "AAA" games has practically disappeared. Many indie games now are of far greater quality and popularity than day 1 releases of AAA games, in spite of the lesser resources available. I think the availability of resources is no longer indicative of the games quality. If anything, big budget AAA releases are now the ones deserving of a prefix and everything else should just be "games".
People used to just say AA games for mid budget, lower price, but jankier games made by independent studios, that market eventually died out but is coming back in the form of Indies. I don't think they'll ever drop the Indie title as it holds some kind of idea of it being a lone developer sticking it to the AAA studios or some other romanticized idea.
 
Fighting Force 2 is better than Fighting Force, even if the setup is bizarre, and the final boss is lackluster.
 
The Legend of Zelda's instruction manual included a text walkthrough that covered up to the second dungeon. It also included a fold-out map for most of the overworld and the first few dungeons, plus a list of which items could be found in which dungeons, plus a bunch of hints for some of the more obscure bullshit the game threw at you, like how to get to level 9. The idea that the original Zelda involved no hand-holding is based more on nostalgia than reality. Some kids who rented the game in the 80s may never have seen the manual, but Nintendo clearly intended to hold the player's hand.
Pretty neat tbh. Reminds me of the old CRPGs of the day, which I think Zelda 1 was partially inspired by.
 
but so far HL2 has been a slog. I get not wanting to have the "yellow paint" thing going on, but come on, HL2 is a mess.
Revisiting HL2 on The Orange Box so far, I'm impressed with its linear level design. Levels are massive enough to feel plausible as real locations, but the game subtly points you in a linear fashion of where to go.

I'm using the first couple levels as an example. Guard standing by door, not the right way. Interactive door, open it to get to another path. Walk forward, see a loading screen, next level. You're going the right way. I hope it continues that way; I haven't beat it yet.
 
I'm using the first couple levels as an example. Guard standing by door, not the right way. Interactive door, open it to get to another path. Walk forward, see a loading screen, next level. You're going the right way. I hope it continues that way; I haven't beat it yet.
I mean Half Life 1 has the loading screen as well, its just a limitation of Source. There are a lot of tiny gaps to crawl through and dead ends to be intuitive for me, HL1 was a lot less linear but it was always clear where you had to go, even if HL1 also rewarded you much more for exploring. The gunplay compared to HL1 is definetly weaker, though.
 
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