Unpopular Opinions about Video Games

It was originally going to be a Resident Evil game during development and it really shows.
Yeah, I'd heard that before, and I became acutely aware the moment I started playing and the fixed camera and creepy music felt more like a horror game than an action game.

The worst aspect of the game in my opinion is that it demonstrates why traditional 3D controls don't work with fixed cameras, because every time the angle changes, it completely screws up the movement. It's especially irritating during combat when you need to keep the flow going.
 
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Fallout 4 is actually a pretty good game. It seems a lot worse than it is because Fallout New Vegas came out first and is so good it would be almost impossible for any game to succeed it and not be criticized.
 
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Not going to lie, I enjoyed Killzone 2 over Halo 2. Don't get me wrong, Halo 2 is a great game, but I really like a game where the siege of a crazy miner nazi planet goes terrible and it turns into one hell of a fight for every square block. Not to mention storming the palace of Solur Vesari, fucking awesome especially with the flamethrower.
 
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Fallout 4 is actually a pretty good game. It seems a lot worse than it is because Fallout New Vegas came out first and is so good it would be almost impossible for any game to succeed it and not be criticized.
Fallout 2 also came out before it and the devs couldn't even be bothered to play it enough to know Jet was created by a teenager hundreds of years after the war. Not only that they didn't even play enough of the first Fallout to know from a VERY EARLY quest in the main storyline that ghouls need goddamn water to live. I don't mean to sound pedantic like I'm picking out two small examples, they're just meant to illustrate the level of care that Bethesda puts into their worldbuilding in the Fallout series, even their own original story is rife with dumb shit that makes it impossible to take seriously. Nothing Bethesda has written holds a candle to the original games or New Vegas. It's a lazily written game, stripped bare of RPG mechanics and devoid of any actual opportunity for playing a character of your own. Even the shooting, which is obviously the biggest improvement over previous installations, would be considered average if we judged it by the standard of its peers in FPS games. It's honestly unacceptable to me that they don't have dedicated writers for side quests, everything is just cobbled together by the programmers as they implement the quests, this shouldn't be good enough for a studio the size of Bethesda. Fuck Fallout 4.
 
I don't Battle Network 4 is underrated though, I played 3 bright before it and it was by a certain point that i realized i wasn't having as much fun so ilooked it up and i still don't get why they wanted people to finish the game 3 times to get the actual full ending or and the villain was a step down from Wily
It's a somewhat common thing in jrpgs to make the game really long and then force you to play it again to experience everything.
I think that Devil May Cry 1 is still a fun game, but its mechanics are aging kinda badly. The camera is especially bad, and the controls feel somewhat clunky, especially jumping.
The game very much was a product of its time. Like it released extremely early into the PS2's lifespan long before developers figured out dual stick cameras (Even Grand Theft Auto still stumbled with this until 2004) and started out as a Resident Evil game. It's also not particularly long and was a surprise hit with people because the main character could taunt and like every hour said a joke. It wasn't until DMC3 when they exaggerated Dante's personality to an absurd extent the franchise became what it is now.
Fallout 4 is actually a pretty good game. It seems a lot worse than it is because Fallout New Vegas came out first and is so good it would be almost impossible for any game to succeed it and not be criticized.
>voiced protagonist

>4 dialogue options (if you think this was defendable it really isn't. If you play with a mod that just lists what the four dialogue options actually say you'll often find that almost EVERY dialogue option only has 1 or 2 responses and the other two either say the same thing or say something that ends up going to the same result anyway. Most of the time dialogue just happens and you agree to do something or you don't. It was clearly done to simplify dialogue and cut down on the amount of voice lines they'd need to record and they just hoped people wouldn't notice. Todd even admitted it was a mistake in interviews after it was widely hated.

>None of the characters are interesting

>the game starts with a bizarre prologue that'll age very poorly in a decade or two where the main character is in 2077 and then experiences the Post Apocalypse for the first time. It makes little sense to include this because it feels like it's there for new players and we've already had F3/FNV now. Also no Ron Pearlman narration at the start. Which has been a staple of the series since the original game but isn't here. It was a reference to Mad Max 2 which did the same thing but this seems lost on the new developers.

>Typical Bethesda game design like how the first hour of the game is genuinely very boring to play and there are mods to skip it

>They REALLY wanted you to invest heavily in the settlement building mechanic to the point where if you're uninterested in it a lot of elements of the game start to fall apart. Like you don't make that much money off quests and you need to craft new weapons and parts constantly

>crafting already feels dated and games have started moving away from it in general because players just see it as busywork. In 10 years Fallout 4's crafting system will just be seen as an awkward tedious aspect of it you'll want to mod out. It's a problem Fallout 3 doesn't have by comparison. I would've genuinely preferred if weapon upgrades and parts were found at the end of quests rather than force you to run around looking for a random trinket so you can make a scope for your gun. Then I would've been a lot more focused on what I was supposed to do in the quest and not focused on just rummaging around the area looking for junk

>perk based progression really limits what kind of character you'll make, every one ends up feeling the same as a result

>skills aren't balanced because of the new focus on gunplay. Melee isn't worth building a character around and laser weapons/big weapons aren't viable to build a character around anymore. You essentially play the same sort of character every playthrough

>The game does very little new with it's storyline and is surprisingly derivative. Like the "synths" aspect to the story is borrowed so blatantly from Blade Runner. It also doesn't tie very well with the main character. You're just told that the Institute made Shaun the leader because he was a prime normal entirely because Fallout 1 did it with the player. Only there it made more sense and here it feels arbitrary like the developers wrote "the villain is the main character's son as an old man" long before they wrote the prologue or how the two were going to be connected.

>No ending slides

>none of the factions feel interesting or do anything new. They also make you do a lot of very repetitive quests where you either just follow someone or go to some place on the map and shoot things

>because of the huge focus on just shooting things the game's plot and quests feel simplified as a result. Like all you do is just go to a place, shoot some enemies, talk with an npc once or twice then collect some sort of reward. There's no genuinely interesting quests in the game like Arizona Killer in Fallout New Vegas. This feels more like Borderlands where the quest is often some arbitrary task, but at least there you're meant to play it with some friends. Hour 10 of Fallout 4 feels identical to hour 60. I'm still just crafting upgrades for my guns, running around the map doing errands and mostly just shooting dudes that mostly stand still and building settlements.

>the player is given a suit of power armor at the start of the game, a minigun and you're supposed to kill a deathclaw. This is one of the earliest combat encounters in the game and you're already doing something you didn't get to do until mid-late game in the other games. This genuinely feels like bad design and makes it so that Power armor isn't a rare piece of endgame armor that makes you unstoppable it feels like just an optional powerup that you acquire early on and in my case forget is even there. The only reason this was done was because this entire first quest was massively featured in the game's trailers and they wanted to show off the power armor/deathclaw.

>despite having a lot of ex Bungie employees that worked on the game to make its gunplay better, the combat never feels all that compelling. Like the enemies aren't as varied as something like Halo 2 where there are different kinds of enemies that all do different stuff and the devs play around with this in unique ways with the level design. Enemies either just run at you and melee you or they mostly stand still and soaks up bullets. Fallout 3/NV also did this but there the combat wasn't the only focus of the game. Here if you're not settlement building you're shooting stuff. If they made the combat more fun rather than just focused on gunplay it would've made the repetitive quests a lot more bearable.

In every way Fallout 4 really just encapsulates typical Bethesda game design almost to the point where it feels like a stereotype. And it's unlike Fallout 3 where there were tiny elements that fleshed the game out more like all the more tucked away areas like the Republic of Dave and Tenpenny Tower. With Fallout 4 it genuinely feels like a soulless game the developers didn't really have an idea for or particularly wanted to make but had to do it anyway. To illustrate this further most of the OST is recycled from Fallout 3 (which is surprising as hell to me because there's so much 50s music you can use, and you can even make original music like Fallout New Vegas did in that style).

Then there's also how former Fallout developers have proposed amazing ideas for Fallout games we'll never see because Bethesda is seemingly afraid to take risks. Like Tim Cain proposed a Fallout game in China. Which would be amazing because China has some of the most visually striking and surreal architecture/landscapes and we could actually see a different aspect of the Fallout lore that's only lightly touched upon in the previous games. It could actually move the setting in a different direction rather than just constantly retread like Bethesda does now.

Not to mention mod authors seemingly come up with way more interesting ideas and premises for Fallout games than Bethesda does. Like Fallout Miami looks really cool and the trailer to it even got more attention than Fallout 76's.

Bethesda has some genuinely talented game devs working for it. Like the lead dev of Skyrim worked on Thief 2 the Metal Age. But it feels like their games are decided upon by committee and there's no unified vision or focus anywhere to be found. They just want to make a bland "everything" game. Whereas what Fallout New Vegas showed was if you just narrowed your focus just a little the story turns out way better and the characters feel more interesting.
 
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>voiced protagonist

>4 dialogue options (if you think this was defendable it really isn't. If you play with a mod that just lists what the four dialogue options actually say you'll often find that almost EVERY dialogue option only has 1 or 2 responses and the other two either say the same thing or say something that ends up going to the same result anyway. Most of the time dialogue just happens and you agree to do something or you don't. It was clearly done to simplify dialogue and cut down on the amount of voice lines they'd need to record and they just hoped people wouldn't notice. Todd even admitted it was a mistake in interviews after it was widely hated.

>None of the characters are interesting

>the game starts with a bizarre prologue that'll age very poorly in a decade or two where the main character is in 2077 and then experiences the Post Apocalypse for the first time. It makes little sense to include this because it feels like it's there for new players and we've already had F3/FNV now. Also no Ron Pearlman narration at the start. Which has been a staple of the series since the original game but isn't here. It was a reference to Mad Max 2 which did the same thing but this seems lost on the new developers.

>Typical Bethesda game design like how the first hour of the game is genuinely very boring to play and there are mods to skip it

>They REALLY wanted you to invest heavily in the settlement building mechanic to the point where if you're uninterested in it a lot of elements of the game start to fall apart. Like you don't make that much money off quests and you need to craft new weapons and parts constantly

>crafting already feels dated and games have started moving away from it in general because players just see it as busywork. In 10 years Fallout 4's crafting system will just be seen as an awkward tedious aspect of it you'll want to mod out. It's a problem Fallout 3 doesn't have by comparison. I would've genuinely preferred if weapon upgrades and parts were found at the end of quests rather than force you to run around looking for a random trinket so you can make a scope for your gun. Then I would've been a lot more focused on what I was supposed to do in the quest and not focused on just rummaging around the area looking for junk

>perk based progression really limits what kind of character you'll make, every one ends up feeling the same as a result

>skills aren't balanced because of the new focus on gunplay. Melee isn't worth building a character around and laser weapons/big weapons aren't viable to build a character around anymore. You essentially play the same sort of character every playthrough

>The game does very little new with it's storyline and is surprisingly derivative. Like the "synths" aspect to the story is borrowed so blatantly from Blade Runner. It also doesn't tie very well with the main character. You're just told that the Institute made Shaun the leader because he was a prime normal entirely because Fallout 1 did it with the player. Only there it made more sense and here it feels arbitrary like the developers wrote "the villain is the main character's son as an old man" long before they wrote the prologue or how the two were going to be connected.

>No ending slides

>none of the factions feel interesting or do anything new. They also make you do a lot of very repetitive quests where you either just follow someone or go to some place on the map and shoot things

>because of the huge focus on just shooting things the game's plot and quests feel simplified as a result. Like all you do is just go to a place, shoot some enemies, talk with an npc once or twice then collect some sort of reward. There's no genuinely interesting quests in the game like Arizona Killer in Fallout New Vegas. This feels more like Borderlands where the quest is often some arbitrary task, but at least there you're meant to play it with some friends. Hour 10 of Fallout 4 feels identical to hour 60. I'm still just crafting upgrades for my guns, running around the map doing errands and mostly just shooting dudes that mostly stand still and building settlements.

>the player is given a suit of power armor at the start of the game, a minigun and you're supposed to kill a deathclaw. This is one of the earliest combat encounters in the game and you're already doing something you didn't get to do until mid-late game in the other games. This genuinely feels like bad design and makes it so that Power armor isn't a rare piece of endgame armor that makes you unstoppable it feels like just an optional powerup that you acquire early on and in my case forget is even there. The only reason this was done was because this entire first quest was massively featured in the game's trailers and they wanted to show off the power armor/deathclaw.

>despite having a lot of ex Bungie employees that worked on the game to make its gunplay better, the combat never feels all that compelling. Like the enemies aren't as varied as something like Halo 2 where there are different kinds of enemies that all do different stuff and the devs play around with this in unique ways with the level design. Enemies either just run at you and melee you or they mostly stand still and soaks up bullets. Fallout 3/NV also did this but there the combat wasn't the only focus of the game. Here if you're not settlement building you're shooting stuff. If they made the combat more fun rather than just focused on gunplay it would've made the repetitive quests a lot more bearable.

In every way Fallout 4 really just encapsulates typical Bethesda game design almost to the point where it feels like a stereotype. And it's unlike Fallout 3 where there were tiny elements that fleshed the game out more like all the more tucked away areas like the Republic of Dave and Tenpenny Tower. With Fallout 4 it genuinely feels like a soulless game the developers didn't really have an idea for or particularly wanted to make but had to do it anyway. To illustrate this further most of the OST is recycled from Fallout 3 (which is surprising as hell to me because there's so much 50s music you can use, and you can even make original music like Fallout New Vegas did in that style).

Then there's also how former Fallout developers have proposed amazing ideas for Fallout games we'll never see because Bethesda is seemingly afraid to take risks. Like Tim Cain proposed a Fallout game in China. Which would be amazing because China has some of the most visually striking and surreal architecture/landscapes and we could actually see a different aspect of the Fallout lore that's only lightly touched upon in the previous games. It could actually move the setting in a different direction rather than just constantly retread like Bethesda does now.

Not to mention mod authors seemingly come up with way more interesting ideas and premises for Fallout games than Bethesda does. Like Fallout Miami looks really cool and the trailer to it even got more attention than Fallout 76's.


Bethesda has some genuinely talented game devs working for it. Like the lead dev of Skyrim worked on Thief 2 the Metal Age. But it feels like their games are decided upon by committee and there's no unified vision or focus anywhere to be found. They just want to make a bland "everything" game. Whereas what Fallout New Vegas showed was if you just narrowed your focus just a little the story turns out way better and the characters feel more interesting.
Given how poorly Fallout 4 (and Bethesda, from the looks of it) is looked upon here and on other sites, doesn't talking about it positively sort of count as an unpopular opinion? I appreciate your passion in hating the game, but I don't get why you're dogpiling on that guy for using this thread correctly.
 
Given how poorly Fallout 4 (and Bethesda, from the looks of it) is looked upon here and on other sites, doesn't talking about it positively sort of count as an unpopular opinion? I appreciate your passion in hating the game, but I don't get why you're dogpiling on that guy for using this thread correctly.
People respond to opinions in here frequently, it's not a criticism of the post or a suggestion that it's out of place here. Unpopular opinions are a good springboard for discussion and this thread serves that purpose well.
 
Given how poorly Fallout 4 (and Bethesda, from the looks of it) is looked upon here and on other sites, doesn't talking about it positively sort of count as an unpopular opinion? I appreciate your passion in hating the game, but I don't get why you're dogpiling on that guy for using this thread correctly.
Considering how well Fallout 4 did critically and in terms of sales (it broke GTA5's record for most concurrent players in a Steam game not developed by Valve), criticizing it feels like a more unpopular opinion. What I specifically took umbrage with was how he tried to excuse the game because it wasn't as good as New Vegas. When in reality in every way it was a step back for the franchise it was part of and compared to even other Bethesda games like Fallout 3 and Skyrim. At least Skyrim felt like it tried to be different than Oblivion and didn't have 4 dialogue options.
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Considering how well Fallout 4 did critically and in terms of sales (it broke GTA5's record for most concurrent players in a Steam game not developed by Valve), criticizing it feels like a more unpopular opinion.
Ah, you're referring to the silent majority. I suppose I could see your point, but I still think that criticizing the game on this site or on Reddit is far from an unpopular opinion, especially when the mere mention of it seems to cause a bunch of arguments.

That said, I appreciate your passion for the series. I like the game very much myself, but you brought up a lot of valid points to back yourself up.
 
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Halo 4 had the best writing of the series, 5 was atrocious. MGS4 is also one of the worst video game sequels I've ever played, I have no idea how anyone likes it. Other well-received sequels I consider terrible are Prototype 2, The Darkness 2, and Stronghold II.
 
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MGS4 is also one of the worst video game sequels I've ever played, I have no idea how anyone likes it.
I jumped into the Metal Gear series a few years after 4 came out. For me, MGS4 seemed like a great conclusion to the series. I wasn't aware of the fan backlash over the game until much later; to me, the story felt incomplete at just MGS2, and MGS4 felt like it tied every knot it had to. For the longest time, I adored the ending to the game, and even now I feel a little emotional watching it, even if it is really long-winded.

I also liked the gameplay additions, and have always felt that it was a step up from 3. The camo system for example was really tedious in 3, what with all the constant pausing every few feet. 4 streamlined it to where it would do so automatically, and I always preferred that. I also loved the crazy amount of gadgets you had at your disposal. I will admit the weapon selection is a lot weaker than previous games, because it lacks the utility aspect. Weapons in the previous games served a specific purpose, but 4 has so many weapons with so much customization options that most weapons end up feeling the same.

Chapter 3 is also the worst part of the game, I don't think anyone's gonna argue against that. However, the rest of the game is so much better, and I always get a kick of Chapter 4. Chapter 5 starts off slow, with a painful stealth section that requires you don't be seen, but the final boss makes it all worth it in my opinion.

I'm not trying to convince you or anything, I just want to explain why I love MGS4. Honestly, MGS4 is almost my favorite, right behind MGS1, which I guess is itself is an unpopular opinion since I prefer it over 3.
 
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Resident Evil: Code:VERONICA deserves a remake, perhaps even moreso than 2.

CV was a Dreamcast exclusive until it's rerelease as Code:VERONCA X on other consoles a couple of years later. It isn't the most respected game of the series: no pre-rendered backgrounds, terrible voice acting, anime-esque chracters and plotline makes CV one of the most forgotten installments in the series. It also lacked any replay value, having featured only one difficulty (Easy, with normal being available on the Japanese version.), no costumes, nor unlockable weapons, with a crappy "Battle Mode" providing a lacklustre minigame. I consider this game the A View to a Kill of the RE franchise, but just like Roger Moore's swansong as 007, when you really dig in you find that things really aren't too shabby.

In terms of storyline progression, it's the true RE3. Whilst Nemesis may as well have been RE2 DLC, CV does a lot more, including the reveal of Albert Wesker's ressurection. Wesker would go on to be the long-time antagonist of the series and in doing so, setting the games in full swing for many years and creating one of the most memorable videogame baddies. It also reintroduces Chris Redfield as the main protagonist, alongside his sister Claire, whilst bringing in new characters, like the deranged Alfred Ashford and the admittedly bothersome Leonardo DiCaprio Steve Burnside.

The fact that it's so bad is often a reason for people to say no to the idea of a Code:VERONICA remake, when if anything it's a reason to make one: The game had so much potential.
Compare the original RE to the later GameCube REmake: it takes an average, corny horror game and tranforms it into a blood-curdlingly frightening survival horror. Imagine doing that but with the size and story of CV...if you ask me, it'd be fuckin' brilliant.
 
I replayed DmC: Devil May Cry recently after plowing through DMC3 and 4, and I think DmC is a really underrated game. I understand critically it did well, but a majority of fans and general audience thought it either sucked or was meh.
When I first played it, it was on the PS3 at the game's launch in 2013, and I remember thinking it was decent, but after I beat it ,I never really gave the unlocks or extra modes any attention.
Recently I replayed it on PC at 144fps (which is not only amazingly optimized for PC, but also is a completely different experience than the 30fps PS3 version), and the game really, really clicks. I don't really give a crap about Dante barely resembling the OG Dante because by the end of the game he basically turns into his classic incarnation. The story was good, it felt very self-aware and just went balls to the walls in profanity and grotesqueness. The gameplay, while not quite as complex or challenging as the traditional games, was fluid as hell and was super satisfying to play all around.
Also, the platforming in DmC is way better than the shit in the original games, I don't care what anyone says.
Overall I think DmC is vastly superior to DMC1 and 2, but not quite as refined and enjoyable to replay as DMC3 and 4.
That being said, I heard the Definitive Edition on PS4/XB1 adds in lock-on and a ton of gameplay refinements (like color-coded enemies not needing a specific weapon type anymore), and I think if I gave that version a try I'd probably like it even more than DMC3 and 4.
 
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Unpopular around my friends at least: Removing all the possible Tumblry stuff from it and shining it under the best possible light, Life is Strange is still a shrapnel spewing dumpsterfire that justifies any contrived consequence and forced dilemmas with "but butterfly effect".
 
I think Vampires The Masquerade: Bloodlines would be more fun and compelling if you played as the vampire hunters instead.
 
I think Vampires The Masquerade: Bloodlines would be more fun and compelling if you played as the vampire hunters instead.
As someone who has played a few White Wolf Tabletop rpgs including Hunter I strongly disagree. In fact something Troika did was it condensed VtM's obtuse and somewhat dull lore into a more easily consumable package. Something Troika did somewhat smartly is they made the vampire hunters catholics with no real supernatural traits. Whereas in the game Hunter by White Wolf Vampire Hunters are actually just humans but somewhat superhuman with enhanced abilities and traits.

oWoD and nWoD have this issue where the subject matter is insanely cringe and comes off like it was made for people who browse Deviant Art. Like they were heavy into SocJus long before it was mainstream and made frequent comparisons between vampirism and gender identity. It would be genuinely challenging to adapt other WoD properties like Werewolf, Mage and especially Wraith.

It also would've lacked a few elements that made VtmB stand out compared to other rpgs at the time, and even nowadays. Like how drastically the game changes depending on the Vampire clan you choose to play. This is what most people remember about the game
I replayed DmC: Devil May Cry recently after plowing through DMC3 and 4, and I think DmC is a really underrated game. I understand critically it did well, but a majority of fans and general audience thought it either sucked or was meh.
When I first played it, it was on the PS3 at the game's launch in 2013, and I remember thinking it was decent, but after I beat it ,I never really gave the unlocks or extra modes any attention.
Recently I replayed it on PC at 144fps (which is not only amazingly optimized for PC, but also is a completely different experience than the 30fps PS3 version), and the game really, really clicks. I don't really give a crap about Dante barely resembling the OG Dante because by the end of the game he basically turns into his classic incarnation. The story was good, it felt very self-aware and just went balls to the walls in profanity and grotesqueness. The gameplay, while not quite as complex or challenging as the traditional games, was fluid as hell and was super satisfying to play all around.
Also, the platforming in DmC is way better than the shit in the original games, I don't care what anyone says.
Overall I think DmC is vastly superior to DMC1 and 2, but not quite as refined and enjoyable to replay as DMC3 and 4.
That being said, I heard the Definitive Edition on PS4/XB1 adds in lock-on and a ton of gameplay refinements (like color-coded enemies not needing a specific weapon type anymore), and I think if I gave that version a try I'd probably like it even more than DMC3 and 4.
The main reason DmC got flak at the time was due to how obnoxious the main character was and how obnoxious the developers were. Like they stated a lot of very hostile statements toward fans of the older games. Then there was how the main character looked almost identical to the lead developer of the game.

The lead developer of DMC5 apparently stated in an interview he mainly got attached to the project because he wanted to direct a sequel to DmC but the project fell through.

It's certainly closer to the originals than NuGod of War is. Which is just The Last of Us with swords
I jumped into the Metal Gear series a few years after 4 came out. For me, MGS4 seemed like a great conclusion to the series. I wasn't aware of the fan backlash over the game until much later; to me, the story felt incomplete at just MGS2, and MGS4 felt like it tied every knot it had to. For the longest time, I adored the ending to the game, and even now I feel a little emotional watching it, even if it is really long-winded.

I also liked the gameplay additions, and have always felt that it was a step up from 3. The camo system for example was really tedious in 3, what with all the constant pausing every few feet. 4 streamlined it to where it would do so automatically, and I always preferred that. I also loved the crazy amount of gadgets you had at your disposal. I will admit the weapon selection is a lot weaker than previous games, because it lacks the utility aspect. Weapons in the previous games served a specific purpose, but 4 has so many weapons with so much customization options that most weapons end up feeling the same.

Chapter 3 is also the worst part of the game, I don't think anyone's gonna argue against that. However, the rest of the game is so much better, and I always get a kick of Chapter 4. Chapter 5 starts off slow, with a painful stealth section that requires you don't be seen, but the final boss makes it all worth it in my opinion.

I'm not trying to convince you or anything, I just want to explain why I love MGS4. Honestly, MGS4 is almost my favorite, right behind MGS1, which I guess is itself is an unpopular opinion since I prefer it over 3.
A lot of aspects to MGS4 are contradictory. I really like this copypasta as it goes into a lot of the flaws with the game.
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