Unpopular Opinions about Video Games

Old man moment, but I still remember an old E3 where Far Cry 3 showed a "topless" woman (she had body paint) and journos murmured about how bad and low brow it was. Then in God of War, Krotos ripped an elephants brain out and the crowd cheered. A strange double standard some defended, some didn't.
Shit I still remember when there was a sex minigame in GoW where you literally got experience for how well you dicked down the inexplicable hoes that he'd just run in to. People were more offended by that than Kratos wishboning random monsters or blending people up with his weapons.

The US has always gotten uptight about sex then will turn around and watch someone get turned into a fine slurry without blinking.
 
Spore is a fun game. It's not what Maxis promised, but it was still fun.
I liked it too, sure it was WAY oversold as something it could never be [at the time, a modern look on it could be close to that original vision] but the space/Civlike segments weren't nearly as entertaining or interesting to me as the early game. The concept has a hell of a lot of potential though so it's a shame nobody is seemingly doing something with it.
 
(Baby crying noises)
Lol, lmao.
Do game reviews nowadays have merit anymore?
Corporate ones don't, no. Random videos from people who just make reviews on shit they like or might have an issue with are the best option for "reviewers". At least they're best before they get popular and corporate claws sink into them, either because they get sponsored by game companies or because they've been making a bunch of money from views.
The US has always gotten uptight about sex then will turn around and watch someone get turned into a fine slurry without blinking.
It's a cultural thing, from what I know Japan is pretty much the opposite. Being generally fine with sexual and suggestive content but drawing a pretty decent hard line at intense violence and gore. Resident Evil 7 had a Japanese only "Grotesque Ver." which was basically the uncensored version that the rest of the world got.
 
I liked it too, sure it was WAY oversold as something it could never be [at the time, a modern look on it could be close to that original vision] but the space/Civlike segments weren't nearly as entertaining or interesting to me as the early game. The concept has a hell of a lot of potential though so it's a shame nobody is seemingly doing something with it.
I always had my many playthroughs of spore go the same way. Forget there's no auto-save after a crash. Save constantly afterward but enjoy it until space age then just go. "I'll do this tomorrow" .. and never play that save again because nah.

Space Age wasn't fun because it was as deep as a puddle.
 
I vaguely remember some game (I want to say it was Gears of War but might have been something else) had a system where if you cheated, you got dumped into servers with other cheaters.

Max Payne 3 was the first. It's since become popular with devs of niggercattle-tier games like Fortnite and GTA5 because they don't want to outright ban you when you'll still pay for $10 skins.

There's also been Valve and VAC banning cheaters from official servers for the last 20 years, but nobody plays on those anyway.
 
While I appreciate YouTubers' knowledge of historical inaccuracies in video games, I'd think that making a 100% historical accurate title would be practically impossible to pull off. Whether for gameplay/storytelling reasons, limited resources, immersion over authenticity, I can understand if a WWII FPS would have some anachronisms.
 
Video games are better when they aren't a complex mess of systems. And I say this as a fan of Dwarf Fortress.
I disagree but more on the basis that it's because a lot of autism simulators like DF, underrail, CDDA, etc, do a piss poor job at introducing systems gradually and/or having a comprehensive way for the player to engage with each system on their own time.
I think it just stems from those autistically detailed games being made by very passionate autists.
Don't get me wrong, I love games like DF but goddamn if I hadn't learned the games in that genre when I was a teenager with too much free time I couldn't possibly be asked to either read 20000 textboxes or spend 60 hours in frustration doing trial and error, I don't have time for that shit now.

Another reason I disagree is because if it's not either a hyperfocused, narrow experience or a (properly structured) bundle of complex systems, you end up with shit like skyrim.
Yeah, there's a lot to do, but no, none of it is that interesting or engaging. I mean, the only aspect of Skyrim skill-wise that's remotely interesting is the alchemy skill but purely because you can do dumb shit with it through resto-loop and the like.

Sandboxes (and to a lesser extent certain rpgs/lifesims) should be about players utilizing interesting & engaging mechanics to craft their own story. DF lets you break the game if you want, so do so many others, and they offer a ton of ways to go about doing that.
Taking away the complexity in turn vastly limits the amount of tools the player has to create their own unique & interesting stories.
 
I disagree but more on the basis that it's because a lot of autism simulators like DF, underrail, CDDA, etc, do a piss poor job at introducing systems gradually and/or having a comprehensive way for the player to engage with each system on their own time.
I think it just stems from those autistically detailed games being made by very passionate autists.
Don't get me wrong, I love games like DF but goddamn if I hadn't learned the games in that genre when I was a teenager with too much free time I couldn't possibly be asked to either read 20000 textboxes or spend 60 hours in frustration doing trial and error, I don't have time for that shit now.

Another reason I disagree is because if it's not either a hyperfocused, narrow experience or a (properly structured) bundle of complex systems, you end up with shit like skyrim.
Yeah, there's a lot to do, but no, none of it is that interesting or engaging. I mean, the only aspect of Skyrim skill-wise that's remotely interesting is the alchemy skill but purely because you can do dumb shit with it through resto-loop and the like.

Sandboxes (and to a lesser extent certain rpgs/lifesims) should be about players utilizing interesting & engaging mechanics to craft their own story. DF lets you break the game if you want, so do so many others, and they offer a ton of ways to go about doing that.
Taking away the complexity in turn vastly limits the amount of tools the player has to create their own unique & interesting stories.
I mean, a poorly designed game is just poorly designed. I wouldn't consider that diminishing to my overall point, considering who designed Skyrim and why they designed it in the way that they did. My inherent issue with overtly complex games comes from the fact that a lot of features that exist are either bloated for the sake of "realism" or "complexity", or are inherently pointless to the overall core of the game.

I've seen colony sims do it mostly, which makes sense and is usually fine since you're competing with the likes of DF and Rimworld, and most of the time they do a better job than DF in some aspects of gameplay. But then you have non colony sim games like Project Zomboid that have this retarded philosophy of making every game mechanic a chore to learn and/or complete. And then making the combat a bitch to deal with. Doesn't help when the developers had the bright idea of making guns worse during the early testing of Build 42. To me, that doesn't really come off as engaging or smartly designed, it just comes off as annoying padding for the sake of complexity.

It's similar to roguelikes and roguelites. While the idea & design of the genre itself is inherently fine, it can go bad really quickly and end up creating a worse experience than if they went in a different route. I see the same thing happening with games that expands the complexity of their systems, and I really don't like it.
 
Parasite eve 2 > Parasite eve
Far Cry 2 is the best game in the series
The Resident Evil series should've took more elements of Dead Aim instead of RE4 when creating RE5
Clock Tower 3 is the best game in the series
Call of duty is kinda boring, some of the stories are good tho like BO1
P.N.03 is a good game people just don't know how to play it properly
Galerians Ash is overhated
7th Gen > 6th Gen
Pikmin 2 and 4 are shit
Nier replicant > automata
Final Fantasy isn't good in general
Console gaming > pc gaming
Silent hill 2 should've just been a different ip instead of silent hill and silent hill 1 is the best in the series
RE1 ps1 > RE1 gamecube
Catherine is altus' best game
Persona 4 > Persona 4 Golden
Persona 5 > Persona 5 Royal
Metal Gear Rising is the best game in the series
Tomb raider is shit uncharted is better
My favourite level in Hitman WOA is Colorado
Sunshine is the best Mario game
 
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Far Cry 2 is the best game in the series
Agreed
Final Fantasy isn't good in general
Agreed
Console gaming > pc gaming
Agreed for sixth gen and below
Silent hill 2 should've just been a different ip instead of silent hill and silent hill 1 is the best in the series
Silent Hill 2 was the only one I wanted to play. I tried playing through Silent Hill 1 as a prerequisite but it took several hours to get the first boss, and eventually I lost my save file. Despite that, I thought it was pretty good and I prefer it to Resident Evil
RE1 ps1 > RE1 gamecube
Agreed
Catherine is altus' best game
Agreed
Sunshine is the best Mario game
Sunshine had refreshing creativity and originality, especially with world design and environments. However, the difficulty was fucking brutal at times
 
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While some people complain about cross-game advertising and promotions, I don't mind them at all. Here's a few examples:
  • Rod Humble brings you a computer with The Sims 3 if you have the Free Time Expansion Pack for The Sims 2 installed.
  • A hidden "Dream about The Sims 4" dream can be found in the Into The Future Expansion Pack for The Sims 4.
  • Forza Horizon 4 included the Quartz Regalia from Final Fantasy XV, the Warthog from Halo, and Quadra Turbo-R V-Tech from Cyberpunk 2077, as driveable cars.
  • Blizzard's various cross-promotions for their games, i.e. Winning 3 games in Hearthstone gives you the Hearthsteed mount in World of Warcraft.
I also don't really mind IRL product placement promotions in games, i.e. The Sims 2 and 3 adding various real-life brand cars (i.e. Ford Mustang, Toyota Prius, and Renault Twizy) that can be downloaded for the games.
 
RE1 ps1 > RE1 gamecube
Crimson head is the most underused threat. It’s more dangerous than the Lickers and less ridiculous than the NE-as, but for some reason, it barely shows up. Big missed opportunity.

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I like Silent Hill 3 more than Silent Hill 2.
Plenty of people prefer Silent Hill 3 because the characters aren't as unbearable. Even Claudia has logic to her actions.

I wasn’t impressed with the over-familiar environments. Oh, look, another shopping mall. A bit more apartment building. Another Brookhaven Hospital. The amusement park again.
 
  • Agree
Reactions: Ibanez RG 350EX
The concept has a hell of a lot of potential though so it's a shame nobody is seemingly doing something with it.
The promised concept was impossible. That's why Spore's hype was ridiculous, why it was the most predictable disappointment ever, and why nobody is doing something with it.

I mean, I can trivially say "they should make a game with a meticulously hand-crafted universe where you can both pick up individual grains of sand on a beach AND take a rocketship across the galaxy", but the challenge is implementing that and making it into a compelling game. Massively ambitious scope means nothing without execution.
 
Shit I still remember when there was a sex minigame in GoW where you literally got experience for how well you dicked down the inexplicable hoes that he'd just run in to. People were more offended by that than Kratos wishboning random monsters or blending people up with his weapons.
Even Kratos is embarassed by that.
 
The US has always gotten uptight about sex then will turn around and watch someone get turned into a fine slurry without blinking.

Wait until you find out how uptight the USA gets when a "person of migrant background" has a "sexual emergency" around an 11-year-old boy.

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Donkey Kong 64 is better than both Banjo-Kazooie games. Collecting enough shit to beat the end boss in DK64 wasn't actually much of a chore, and you'd inevitably do it along the way of doing various fun things, while B-K has you scouring the environment for every last Note and Jiggy just to get anywhere. You don't have to get all that high a percentage of the garbage sprinkled around the levels to beat DK64, comparatively.
 
But then you have non colony sim games like Project Zomboid that have this retarded philosophy of making every game mechanic a chore to learn and/or complete. And then making the combat a bitch to deal with. Doesn't help when the developers had the bright idea of making guns worse during the early testing of Build 42. To me, that doesn't really come off as engaging or smartly designed, it just comes off as annoying padding for the sake of complexity.
I do understand what you mean but I've personally never had that issue with PZ ever since picking it up only a year or two ago.
The tutorial does a decent job laying out the basics, you have options in customizing your game world to for example enable or disable nutrition as a factor, etc.
Guns being worse I totally agree on though, they already required decent investment and weren't all that great compared to the "ambulance siren + campfire/molotov" trick for clearing out areas.

And some stuff does feel like padding, especially playing without an xp boost active or something makes the game feel very tedious & overly grindy which is the only area I can personally find issues with that game.

While the idea & design of the genre itself is inherently fine, it can go bad really quickly and end up creating a worse experience than if they went in a different route. I see the same thing happening with games that expands the complexity of their systems, and I really don't like it.
Yeah I agree with that point. It comes down to that narrow focused experient vs sandbox thing I've mentioned before. Innovation for innovations' sake often leads to bloating & a degradation of the overall experience if it's applied to more focused games.
 
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