Unpopular Opinions about Video Games

Dark Souls 2 had low weapon durability and people have been bitching about it nonstop for 11 years. Nintendo spergs somehow have an even worse case of Stockholm syndrome than Fromfags.
Ds2 durability was based on framerate higher frames meant more attack collisions so itd degrade much much faster.

Also I dont get why people complain about botw weapon durability the game gives you more weapons than you can even break per combat encounter. You often have to throw away weapons to pick up new ones.
 
Banjo Kazooie 1&2 and Donkey Kong 64 are superior games to Super Mario 64. The graphics are more appealing and there's a greater variety of music, level design, and enemies. Also something that makes a slight difference for me is that Mario 64 has a distinct lack of side characters and interactions which makes the game feel kind of lonely.
 
I do have previous experience with it, both on emulator and on real hardware.
How much? If you just messed around in the opening area or beat the first stage then it's not much to judge the game by, and in that case your primary experience is through an unintended method. I'm sure the co-op was miserable because Nintendo themselves deemed it miserable enough to remove from the game.

half the time the controls didn't function because Nintendo had the absolute genius to put five different commands on the same button, so while I'm running around Bowser like a headless chicken trying to grab his tail, pressing B after getting in range causes me not to grab his tail, but instead do a dive, forcing me to start the process all over.
This part is a legitimate skill issue. By the time you reach Bowser you should have a feel for the distance between yourself and objects required to grab them.

Trying to get onto a higher ledge on some boat that only your triple jump will reach to grab a red coin? Well since you're on a rocking ship, the triple jump just doesn't fucking work for some reason.
I've never experienced this, Mario always does what I want him to, he just feels kinda shitty doing it.

Well, buddy, Mario can't actually turn on a dime, instead having to make an about-face like he's a car, so down the pyramid you go!
He definitely can technically; if you watch professional players they make him look like he controls like Mario from Odyssey. Problem is you shouldn't need to be an autist who mastered the controls through obsessive play to make Mario do precise movement.

It's these constant, tiny bits of jank that your mind paved over because you've been playing this game since the nineties that just bubbled up onto the surface when I played it because I don't have nostalgia for it, so when people act like this game's an ageless masterpiece (which I have had people tell me before), it builds resentment that leads me to conclude that the game's only held up because of said nostalgia.
Except I didn't have the game as a kid, I'm not sure I even tried a demo of it like I did other big N64 games back then like DK64, Banjo, and OoT. I played through it as a teen in the mid 00's, when 7th gen gaming was already underway.

I liked it but it wasn't as good as Ape Escape. Even compared to another 3D Mario, Sunshine (which is the standard I held it to, as I played I first), it was much more janky. And for the record, despite Sunshine being my favorite 3D Mario, I acknowledge Odyssey is so smooth that it makes Sunshine feel like SM64 by comparison because it's so smooth and responsive (Cappy notwithstanding).

So the bias and experience with it you're alleging I have is fictitious, I'm rather objective about SM64, beyond just loving the character and IP so much in general. If it wasn't Mario then maybe I'd think somewhat less of it. But really, the issues are just not that bad, they are very significant but don't ruin the game. It's just a matter of expectations and not letting relatively minor issues ruin what's otherwise a good game. Maybe it's not "great", wrong choice of words I used, but it is pretty good, it's a classic.

Yeah, sometimes i need to remember the devianart quality of those games.
That art looks to be, somehow, of even lower quality than that.

There is no valid reason for an adult male to be into this.
As long as it isn't sexualizing the characters I don't see a problem. It's Japanese so I wouldn't be surprised if it does, but those screenshots just showed boring dialogue with badly designed yet fully clothed girls.

@demicolon Tomb Raider games were generation defining, the first three titles are masterpieces. Amazing level design, best platforming, great graphics and everything really.

TR II is a miracle for its time, stages like the sunken ship are a testament to Core’s skills.
I tried TR1, it was an impressively clunky, nigh unplayable experience. It's a shame, because it has great atmosphere, I could tell just from the first area and sound design.

Sega's consoles all suck, but I have the most disdain for the Sega Genesis and find it overrated as a console and its impact. I only can maybe count at least a handful on both of my hands as to what games were actually good on that system, but the rest of the hundreds of them? Absolute garbage.
DC & Saturn don't suck. Genesis doesn't suck either but it's definitely not for me aside from, like you said, a handful of games.

Banjo Kazooie 1&2 and Donkey Kong 64 are superior games to Super Mario 64. The graphics are more appealing and there's a greater variety of music, level design, and enemies. Also something that makes a slight difference for me is that Mario 64 has a distinct lack of side characters and interactions which makes the game feel kind of lonely.
I prefer SM64's design over those games', but yeah, SM64 does kinda have that lonely feeling. You don't really notice it much in the actual stages themselves, but the hub world is too empty.
 
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impressively clunky, nigh unplayable experience.
I never had problems with TR, it’s very organic, every single level is built with its control scheme in mind. But you need to use all the moves available, like backflip and roll, otherwise you won’t get too far. I don’t think you haven’t seen speedruns on YouTube.

What I find impressive is how they built those levels with a few polygons and a heightmap. Opera House is unbelievable for 1997. All those massive stages streaming from disc with no loading pauses.
 
You are gay. Confirmed.
Lol I'm not the one compulsively staring at Lara Croft's ass to pray the gay away.

I've played a few Touhou games like Perfect Cherry Blossom to challenge myself as I've been hearing about these super hard bullet hell games you can download for free from a net cafe. Love the music and still listen to it sometimes. TBH I didn't even know there's little girls dressed like witches there as there were none in the games until deviantart started recommending me barely legal "art" that I was shocked to discover there's a plot and characters in a goddamn shmup game.

Then I googled "Reimu surrenders and is destroyed" because I was young and stupid and nothing was the same ever after. (:_(
 
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I never had problems with TR, it’s very organic, every single level is built with its control scheme in mind. But you need to use all the moves available, like backflip and roll, otherwise you won’t get too far. I don’t think you haven’t seen speedruns on YouTube.

What I find impressive is how they built those levels with a few polygons and a heightmap. Opera House is unbelievable for 1997. All those massive stages streaming from disc with no loading pauses.
It doesn't feel smooth at all. People complain about SM64 but it controls like butter comparatively. I'm sure you could get used to it if you paid $50 or whatever back in the 90's and it was one of the few games you owned, but it didn't age well. It's the kind of thing you need to give time to and learn, which I admittedly didn't give it. But that's a good sign of something aging poorly imo.
 
Banjo Kazooie 1&2 and Donkey Kong 64 are superior games to Super Mario 64. The graphics are more appealing and there's a greater variety of music, level design, and enemies. Also something that makes a slight difference for me is that Mario 64 has a distinct lack of side characters and interactions which makes the game feel kind of lonely.
Theyre not very good platformers though, theyre good exploration games they have a lot of variety and gimmicks but as a platformer mario 64 unmatched even today. Yes the camera sucks but there really hasn't been a game to match the conservation of momentum of Mario 64 has.

Sunshine has a better moveset, but, worse stages and weird discrepencies between certain moves like how side flip dive will send you 100s of miles with no setup required.

Oddysee's hat is a momentum killer and the game's open field maps lead to a lot of time wasted with nothing to interact with. Not to mention how low skill ceiling the hat is while also requiring a very odd series of button presses to effectively do a mid air jump. (throw>ground pound>cancel to dive>make sure you dont move the stick at all or you dive to nothing even though once the hat is out there's nothing else you'd want to dive to).
 
It doesn't feel smooth at all. People complain about SM64 but it controls like butter comparatively. I'm sure you could get used to it if you paid $50 or whatever back in the 90's and it was one of the few games you owned, but it didn't age well. It's the kind of thing you need to give time to and learn, which I admittedly didn't give it. But that's a good sign of something aging poorly imo.
It feels smooth once you start using every move as intended. I see what you’re saying, but TR does not use tank controls in a vacuum. You need to walk instead of running when needed and the side step works just fine. Like I said, I don’t believe people haven’t seen speedruns of it in 2025. It’s a peculiar control scheme and it’s meant to be played with a d-pad at that. And I was a kid so I pirated my ps1 games. Internet calls what you describe ‘skill issue’, but again I say to each their own.
 
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I don't care to use cheat codes in videogames.
Remember Dark Vengeance, a hack&slash Tomb Raider-style platformer that came out in 1998 that nobody played?
It had a "Cheats" option right in the menu, like if they forgot to turn off the dev tools before shipping the game.
The game itself was otherwise kinda meh.
 
Sunshine has a better moveset, but, worse stages and weird discrepencies between certain moves like how side flip dive will send you 100s of miles with no setup required.
Stages are fine, the problem is the lack of freedom to skip bullshit Shines. I'll never forgive them for the one where the Pinatas chuck you around randomly and you need to pray they send you where you need to go, I'd skip that in a heartbeat if I could.

It feels smooth once you start using every move as intended. I see what you’re saying, but TR does not use tank controls in a vacuum. You need to walk instead of running when needed and the side step works just fine. Like I said, I don’t believe people haven’t seen speedruns of it in 2025. It’s a peculiar control scheme and it’s meant to be played with a d-pad at that. And I was a kid so I pirated my ps1 games. Internet calls what you describe ‘skill issue’, but again I say to each their own.
I'm not saying you can't get used to it, but even you're describing it as peculiar. I rarely watch any speedrun content, 99% of which is Summoning Salt videos.

I wouldn't say it's a skill issue so much as a patience issue, TR asks too much of a player just to move effectively. Tank controls don't bother me in horror games, so they're not inherently bad, but they shouldn't be anywhere near a platformer.
 
Stages are fine, the problem is the lack of freedom to skip bullshit Shines. I'll never forgive them for the one where the Pinatas chuck you around randomly and you need to pray they send you where you need to go, I'd skip that in a heartbeat if I could.
well yeah and the blue coins and the pachinko and the lilypad/boat riding and the fact that its half the stage count of 64 and the final boss runs at 10fps and uses none of the core mechanics. The flaws of sunshine are just much harder to ignore.
 
well yeah and the blue coins and the pachinko and the lilypad/boat riding and the fact that its half the stage count of 64 and the final boss runs at 10fps and uses none of the core mechanics. The flaws of sunshine are just much harder to ignore.
I never reached the final boss but that other stuff isn't so bad, just mildly annoying. Having literally no control over what's happening is just bad design.
 
TR asks too much of a player just to move effectively.
Problem with this criticism is that TR controls work in tandem with its levels’ layout. I agree that it requires probably way too much patience, but if it clicks with you then the game becomes excessively enjoyable cause of all those secrets so hard to reach at first.
they shouldn't be anywhere near a platformer.
I disagree with that completely myself, I hated what Crystal Dynamics did with the controls, I disliked Sands of Time and I don’t want TR to control like Rayman or Mario.
 
I disagree with that completely myself, I hated what Crystal Dynamics did with the controls, I disliked Sands of Time and I don’t want TR to control like Rayman or Mario.
Tomb Raider is more of a cinematic platformer in 3d so yea its clunky on purpose. Of course to armchair reviewers say its inherently a flaw to have any kind of inconvenience and say these games "aged" poorly.
 
Problem with this criticism is that TR controls work in tandem with its levels’ layout. I agree that it requires probably way too much patience, but if it clicks with you then the game becomes excessively enjoyable cause of all those secrets so hard to reach at first.

I disagree with that completely myself, I hated what Crystal Dynamics did with the controls, I disliked Sands of Time and I don’t want TR to control like Rayman or Mario.
It's fair to say the controls work if you have patience, but why wouldn't you want it to control normally instead? Tank controls worked in Resident Evil because of the fixed camera, they were a solution to a problem, something complimentary. There's no good reason for them in a platformer.

Tomb Raider is more of a cinematic platformer in 3d so yea its clunky on purpose. Of course to armchair reviewers say its inherently a flaw to have any kind of inconvenience and say these games "aged" poorly.
"Cinematic platformer" is a euphemism for "badly controlling game".
 
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"Cinematic platformer" is a euphemism for "badly controlling game".
No its more about the deliberare design of animation to sell a more grounded experience. But its also to get you thinking before you leap since you have less safety nets. Ico, Rain world, Oddworld. Games that show the value of this design philosphy by being masters of their craft.
 
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