Unpopular Opinions about Video Games

While arguably Twilight Princess is a "better" OoT it stands on the back of that game.
Who the fuck is saying that TP is a better OoT? OoT and MM are so much above the later games that they aren't part of this conversation.
Personally its atmosphere and pacing are a downgrade. There's too much hand holding, the magnet boots make the second dungeon painful. The game starts with a nearly hour long unskippable tutorial and even then doesn't let the player free for another 2 hours after that. It's also far more dumbed down with easier puzzles,
Nothing you couldn't pretty much say about Wind Waker too. You spend an hour on Outset talking to people and learning how to swing a sword, spend 15 minutes on a pirate ship doing a tutorial on how to jump and climb, spend an hour doing a boring stealth sequence, spend 30 minutes screwing around Windfall talking to people and buying a sale, and now when you've finally got a boat it takes until two dungeons later until you're not getting stopped from exploring wherever you want. And let's not talk about pacing when WW has you spent a significant chunk of the game between the last two dungeons doing the Triforce hunt.

Combat is easier than usual with the hardest enemies requiring you to stand there until the big parry QTE pops up for you to win with. And puzzles aren't exactly stumpers themselves. If anything, WW is when they started getting easier. At least TP has some more complex dungeon layouts earlier on; WW's first dungeon is basically a straight line.


and a wolf form that really doesn't add much to the game, take it out and you lose almost nothing.
It adds getting to be a wolf, which is cool because wolves are cool. Meanwhile if you took out WW's center stage gimmick of sailing, the game would straight up be better.
Your comparison is to Wind Waker though and that's just absurd, sure Wind Waker needed at least one more dungeon but its also a case where people usually dont even go to every island so why complain about content missing if you don't even do what's there.
I don't even have the dungeon count as a complaint, since I think Wind Waker's 5 main dungeons are fine, but lol at this random defense.
>The game doesn't need more content because you wouldn't play it anyway!
I beat it 100% by the way, including collecting all those figurines. Had to redo the Gohma fight like 15 times until I got a picture the game would except, it's fuckin bullshit.
WW fags getting uppity thinking their game is the last great one before the decline, but it's really the least good of the good 3D Zeldas.
 
Because TP is basically "OoT... again" with some twists on it making it soft reimagining of that game.
That's like saying OoT is a reimagining of ALttP. The games that are in the same series, with the same core gameplay, same setting, and have direct plot connections. I think some similarities are to be expected.
"But TP is more similar to OoT in contrast to MM and WW being in new settings, or SS being in the far past with motion controls," you might say, and that's correct, but saying it like TP is trying to be a replacement for OoT in a way other Zelda games aren't is just plain silly. If anything, TP more than other games hopes for you to have played OoT and have nostalgia for it so you get more out of all the references.
 
I don't know If this was said here before, but games with random color coded items are CANCER, Diablo was a huge mistake and anyone who enjoys similar games is autistic and STUPID, I tried a game called No Rest for the Wicked and I'm trying really hard to like the game, it has really good level design, art and combat but ffs the gear is such a put off for me.
 
I don't know If this was said here before, but games with random color coded items are CANCER, Diablo was a huge mistake and anyone who enjoys similar games is autistic and STUPID, I tried a game called No Rest for the Wicked and I'm trying really hard to like the game, it has really good level design, art and combat but ffs the gear is such a put off for me.
I like my color coded loot, thank you.
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I am baffled at the claims in this thread of hours-long tutorial sections in the NGC Zelda games. Twenty minutes and you can be in the first dungeon of each. Casually, you're more restricted for longer in Majora's Mask.
 
I am baffled at the claims in this thread of hours-long tutorial sections in the NGC Zelda games. Twenty minutes and you can be in the first dungeon of each. Casually, you're more restricted for longer in Majora's Mask.
There is no way you're reaching the first dungeon in WW in less than 20 minutes. First result that comes up for a glitchless speedrun of the game is still at Forsaken Fortress 20 minutes in. It takes almost 40 minutes in to reach Dragon Roost Cavern, and other videos appear to be the same. Of course, maybe you consider Forsaken Fortress the first dungeon, and it technically is, but your first visit is a stealth section without any boss or dungeon item, so I wouldn't really count it.

Supposed world record for glitchless TPHD is just starting looking for the tears of light to clear out Faron 20 minutes in, and reaches the Forest Temple about 30 minutes in. And these are people speedrunning the games. If you're playing casually you're not reaching the Forest Temple in TP until at least an hour in, more like 2 hours if you looking around and talking to everyone, and reaching Dragon Roost in WW will take even longer.

For extra comparison: Glitchless speedrun of OoT reaches the Deku Tree in only 3 minutes. Speedrun for MM reaches Woodfall Temple in 36 minutes. And speerduns for SSHD seem to reach Skyview Temple in about 20 to 25 minutes. So WW and TP pretty undeniably take a while to get going.

And while Majora's Mask may be the second longest, there's other factors to consider. WW is on-rails until you get the boat and then heavily restricts where you can go until you complete the first dungeon. And Twilight Princess is pretty on-rails until you complete the first dungeon, and your ability to backtrack or travel to side areas isn't fully opened up until you get the Master Sword almost halfway into the game. Majora's Mask has an opening section of the first 3 days where you can't do much (which seems to take speedrunners about 15 to 20 minutes to get through), but the game immediately opens up after that with a fuckton of sidequests you can do before even heading to Woodfall.
 
Of course, maybe you consider Forsaken Fortress the first dungeon
It is. Not even on a technicality: you’re given a series of challenges/puzzles to overcome within a limited gamespace. The boss is the green Bokoblin and the dungeon item is your sword. But it is still largely a challenge removed from teaching you basic controls like a tutorial.

And Twilight Princess is pretty on-rails until you complete the first dungeon
I would say TP is pretty on-rails throughout, but the idea that it’s a mark against it is asinine. “Open world” is a veneer to cover poor game design.

The criticism still boils down to complaining about tutorials taking a long time when most of the time is taken up by exploring the area the game has you in before moving on; you know, like how game progression should work. Which is also how OoT was structured. The main culprit is the increased size of these areas.
 
It is. Not even on a technicality: you’re given a series of challenges/puzzles to overcome within a limited gamespace. The boss is the green Bokoblin and the dungeon item is your sword. But it is still largely a challenge removed from teaching you basic controls like a tutorial.


I would say TP is pretty on-rails throughout, but the idea that it’s a mark against it is asinine. “Open world” is a veneer to cover poor game design.

The criticism still boils down to complaining about tutorials taking a long time when most of the time is taken up by exploring the area the game has you in before moving on; you know, like how game progression should work. Which is also how OoT was structured. The main culprit is the increased size of these areas.
To be clear, I'm not accusing either game of having hours of tutorials. Scarthew was the only one to make that accusation, and only towards TP. I'm merely saying that if having a few heavy-handed tutorials right at the start and then limiting your ability to explore for a while counts as hours of tutorial, then the same could be said for WW but worse. I'm also not trying to say that making a game open world is inherently better or that the limited explorable area in the early parts of WW or TP even particularly bothers me at all, though I do think how WW stops you on the boat to be very inelegant.

WW and TP are both good games by the way, I'm just saying that TP is the better of the two and I'm tired of WW stans trying to pretend like it doesn't have the same types of structural flaws (or supposed flaws) as TP.

The first visit to Forsaken Fortress sucks by the way, I got bored and stopped playing there when I first played the game as a dumb little kid. Game doesn't start getting good until after it's over.
 
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It is. Not even on a technicality: you’re given a series of challenges/puzzles to overcome within a limited gamespace.
Its a linear sequence of stealth mandatory rooms with no ability to die, its a tutorial.
Scarthew was the only one to make that accusation, and only towards TP.
Because it does, by the time you do the slingshot and slash tutorial, ranching, wolf run through hyrule castle and then deal with the tears youre an hour in.
 
The bigger problem is it's not the minorities themselves that champion this, but white women making themselves the center of attention. Remember when white women cancelled Speedy Gonzales because he was offensive to Mexicans, then Mexicans were like "uh, we like him." Fluffy himself was voicing him in the shitty Space Jam movie and thought cancelling him was retarded.

Alot of people get mad about minorities not integrating, but nobody seems to recognize the harms minorities integrating into white women culture and progressive culture.
 
It adds getting to be a wolf, which is cool because wolves are cool.
Gonna be completely honest, I would rather just put the controller (wii mote lmao) down and play with my belly button for 5 minutes than do the mandatory bug hunt Press A To Platform wolf segments like I'm playing edgy Stray. I'd rather do that than a lot of TP, such as looking at the characters or reading the many, many things they have to say that can't be skipped. That's my unpopular opinion I guess: Midna especially is just vile and insufferable. Stinky fetish game.
 
People who insist that non-PvP games need zero balancing are actual retards and have nothing to bring to any conversation. They will outright dismiss any concerns about shitty game mechanics and then will tell you to just not use it. The issue there being that using anything else is gimping yourself. Conversations around DOS2's terrible armor system and its favoring for pure physical damage parties and dumbing down of any tactics will almost always devolve into this, for example.
In general, talks around game balance are fucked beyond belief, especially around competitive games. So many people don't want them balanced around the highest level, which is where they should be balanced. They won't be popular, sure, but high skill competitive games aren't meant for everyone and appeal to a very specific group of people. That's fine. On the other side, I really don't think pros should be considered the absolute messiahs of game design some people tend to think they are. They're very much prone to their own perceptions on what should or shouldn't be good, even if it completely dumpsters entire aspects of the game. Developers need to know what audience they're trying to appeal to, listen to them a little, and have the backbone to ignore them when they're asking for stupid shit (IE: the nerf to Miriam's Vanishing in Elden Ring because of a knee-jerk reaction from the "higher skill" players).

Completely different opinion: turn-based RPGs are pure knowledge tests with zero mechanical skill tests only tempered by RNG. My opinion of the genre is souring by the day, but my opinion of the people who search up builds and guides for them is lower. Why even play the game at that point when you removed the only aspect of the game that asked anything of you? Might as well just watch a playthrough.
 
Unpopular opinion: I enjoyed sailing in Wind Waker.
Its joyous, and free. It is adventure personified. I think people dont mimd the sailing till it comed to the tingle quest but again thats because theyre rewards driven and want the game to end faster rather than enjoying the moment.
People who insist that non-PvP games need zero balancing are actual retards and have nothing to bring to any conversation. They will outright dismiss any concerns about shitty game mechanics and then will tell you to just not use it. The issue there being that using anything else is gimping yourself.
I mostly agree but there is a grey area. Devs can include some overpowered things and let the player choose not to use them. Inferno and Vortex in DMC1 come to mind, these are incredibly broken moves that allow worse players to get by easier that more experienced players can use or not depending on preference. Nightmare Beta also comes to mind its damage and crowd control are unmatched.

Inspire in payday 2 is a long range instant revive that trivializes any map but experienced players often forgo it because experienced players tend to not die or at least not die so out of position its ever needed.

Contra 3's different guns are effectively a difficulty select in their own way since toggle shooting lasers and cluster bombs is a dps never intended.

Which of course brings up "tech" or "exploits" and players being able to choose to use or not use them because of skill expression or style preferences.

And of course devs can account for a lot of this stuff and additional incentives can be added to encourage different playstyles by the game like how if you use the lt. col or fire claws in bayonetta, sure youll eradicate enemies and get through the game, but it won't get you good ranks since they don't build combo.

But ultimately I agree with you because the only reason these examples are interesting is because I'm talking about games with overall good balance.
Completely different opinion: turn-based RPGs are pure knowledge tests with zero mechanical skill tests only tempered by RNG. My opinion of the genre is souring by the day, but my opinion of the people who search up builds and guides for them is lower. Why even play the game at that point when you removed the only aspect of the game that asked anything of you? Might as well just watch a playthrough.
Mechanical skill isnt required for a game to be good, many puzzle games dont have mechanical skill requirements at all. Also I assume you just mean the stand at either ends calculator battle types so no tactics rpgs or xcom clones, games with movement mechanics like neptunia or games that actually do include mechanical qtes or skill based elements like the mario rpgs, bug fables, persona, ff x-2, or that new 33 game amongst many others.

Because even in "traditional jrpgs" theres still on the fly adaptation because of the ememy ai being random and because theres generally many viable ways to build your party because of classes, party members, skill trees, gear properties, etc.

I have an issue with their difficulty options they really can only scale numbers so all too often normal is too easy (aside from the occasional difficulty spike). And higher difficulties just arent accounted for, some outliers can even be impossible like how dying in the tutorial of SMT noctorne(I think this one) is a dice roll.

I will reccomend Bug Fables with the hard mode medal on as soon as you get it because the devs balanced the game for hard mode then made it easier by default and its very well designed overall.
 
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