Unpopular Opinions about Video Games

In terms of story, tone, and soundtrack I agree 100%. Persona 5 had the most refined gameplay though, and didn't have you running through the same random levels for 60 hours. (Even though people exaggerate how bad that was)

It's hard to say which is the better game overall.
Persona 5 greatly improved the turn based combat. YMMV which one you prefer in terms of story. Persona 5 has some weaknesses in that regard, most notably the school trip is much worse and I hope when P5R comes out they flesh it out more. Persona 3's school trips were genuinely really good and bordered on legendary
Persona 5 also tied sidequests directly to the main story since instead of Elizabeth telling you to do something context-less you'd actually do some optional Phantom Thieving in Mementos, and a lot of the time it'd tie into a social link. Which I thought was a brilliant way to tie together social links with gameplay. Since a common criticism of the Persona series is that the social links element feels too separate from the dungeon crawler element.
 
Persona 5 was mediocre because Persona 3/4 and 5 are so similar.

I really hope that Persona 6 does something different from a story and character perspective. I would even settle for it simply being set in a different location, other than Japanese High School. They need new story beats also, because they re-use the same tropes in all three "modern" persona games and it's too "by the numbers" now.
 
Persona 5 was mediocre because Persona 3/4 and 5 are so similar.

I really hope that Persona 6 does something different from a story and character perspective. I would even settle for it simply being set in a different location, other than Japanese High School. They need new story beats also, because they re-use the same tropes in all three "modern" persona games and it's too "by the numbers" now.

But then you wouldn't appeal to the teenage crowd, or the people who never really moved past high school and yearn for that under-aged waifu pussy. (Or apparently in 5, your high school teacher).

Personally, I still yearn for a 3D SMT game like Nocturne. Closest thing we got at this point is apparently a fucking mobile game. (Which to be fair, I heard gets good, but I couldn't get past the initial couple of hours)
 
This is going to get hate for this but I dont like the Witcher 3. And I found the Last of Us meh.. (also found God of War, Horizon Zero Dawn, and Uncharted series snoozy)

Obviously I'm not a IGN reviewer or gaming critic. But I found Witcher 3s story dragging. Last of us and the other 4 arent really my cup of tea.
 
This is going to get hate for this but I dont like the Witcher 3. And I found the Last of Us meh.. (also found God of War, Horizon Zero Dawn, and Uncharted series snoozy)

Obviously I'm not a IGN reviewer or gaming critic. But I found Witcher 3s story dragging. Last of us and the other 4 arent really my cup of tea.
I won't lie i found the witcher 3 open world impressive, but also fairly unnecessary. I think most games with a focus on story should use hubs that are dense and filled with content (just copy deus ex ffs). I think bleeding gamers of their time trekking across a virtual plain is a boring modern concession and a misguided design when developers could be focusing on making more memorable experiences via mechanics or gameplay.

Then again i really liked some of the story beats of witcher 3, but most of them take place in cities rather than the open world with enormous amounts of time in between (which is at odds with the nature of the story). Granted I felt that the Bloody Wino dlc was the perfect balance of story content mixed with the open world aspect, but by the time you get to it you're so burnt out that it feels like a chore.
 
One more opinion to add on, esports is extremely fucking boring and is ruining multiplayer games.
I agree. I really can't take them seriously, considering how here-today-gone-tomorrow videogames are.

Didn't Starcraft used to have entire TV channels dedicated to it in Korea, with million-dollar tournaments because it was so well balanced? The fuck happened to it? I figured Starcraft would be the king of eSports games from here on out due to its balance and complexity, but it's just... kinda, not? It died like any other game.
 
I think bleeding gamers of their time trekking across a virtual plain is a boring modern concession and a misguided design when developers could be focusing on making more memorable experiences via mechanics or gameplay.
That was the biggest problem with Metal Gear Solid V, to be honest. MGS Peace Walker could get away with it because it was a mobile game and meant to be played on the train/plane/shitter to pass the time--but it didn't fuck around with a pointless open world either.
 
Didn't Starcraft used to have entire TV channels dedicated to it in Korea, with million-dollar tournaments because it was so well balanced? The fuck happened to it? I figured Starcraft would be the king of eSports games from here on out due to its balance and complexity, but it's just... kinda, not? It died like any other game.

The match fixing scandal in the Brood War days caused Starcraft's popularity to decline massively. Also, Starcraft 2 wasn't as well received due to things such as Blizzard and KeSPA having disagreements about how to run the competitive side game, SC2 being online-only, pay-2-play (at the time), the pushed for the ranked ladder which lead to ladder anxiety for players, and the RTS genre as a whole was falling off in favor of other genres such as MOBAs. The only other RTSes you hear about these days is Age of Empires 2 (which is still getting updated and has a small, yet dedicated community), and Warcraft 3 with the upcoming remaster of that game.
 
The match fixing scandal in the Brood War days caused Starcraft's popularity to decline massively. Also, Starcraft 2 wasn't as well received due to things such as Blizzard and KeSPA having disagreements about how to run the competitive side game, SC2 being online-only, pay-2-play (at the time), the pushed for the ranked ladder which lead to ladder anxiety for players, and the RTS genre as a whole was falling off in favor of other genres such as MOBAs. The only other RTSes you hear about these days is Age of Empires 2 (which is still getting updated and has a small, yet dedicated community), and Warcraft 3 with the upcoming remaster of that game.
They also fucked up the way custom maps were handled. a very poor game browser coupled with the fact blizzard wanted full control over every aspect for everything really kill it. You could also only upload 3 maps. There were also some stingy limits on how big maps could be
 
The match fixing scandal in the Brood War days caused Starcraft's popularity to decline massively. Also, Starcraft 2 wasn't as well received due to things such as Blizzard and KeSPA having disagreements about how to run the competitive side game, SC2 being online-only, pay-2-play (at the time), the pushed for the ranked ladder which lead to ladder anxiety for players, and the RTS genre as a whole was falling off in favor of other genres such as MOBAs. The only other RTSes you hear about these days is Age of Empires 2 (which is still getting updated and has a small, yet dedicated community), and Warcraft 3 with the upcoming remaster of that game.
The other problem in hindsight was Blizzard's "Bigger is better approach" in Starcraft 2. Starcraft 2 allowed you to easily control a large spawn of enemies, allowing for lame ugly strategies like Terran Bio Balls (a large confusing mess of cheap expendable ground soldiers).

Blizzard also really wanted to require more complex game mechanics, which hampered fun for a lot of people. Because if you look at Starcraft 1 the pro play is actually really simple and largely consists of small armies.

I hope the death of mainstream RTS hasn't killed the chance of making a Starcraft 3. Blizzard just needs to focus on the core gameplay and not pad it out to an inane degree like they did with SC2. If Starcraft 1 was a finely knife than Starcraft 2 was a silly 62 Function Swiss Army Knife.
 
Blizzard also really wanted to require more complex game mechanics, which hampered fun for a lot of people. Because if you look at Starcraft 1 the pro play is actually really simple and largely consists of small armies.

This I think was really the awful part, because Blizzard (in Blizz fashion) wanted you to do complex things (for example - putting your units in a specific formation) but didn't give you any real tools to do that (a lack of a formation button). There are a few situations where you want your army to stand a certain way (usually to counter a specific unit that attacks in some variation of a straight line).

https://liquipedia.net/starcraft2/Unit_Positioning - is the short version, but it's just a very niche and specific skill that's unfun to learn/setup and is more complicated than it needs to be.
 
That was the biggest problem with Metal Gear Solid V, to be honest. MGS Peace Walker could get away with it because it was a mobile game and meant to be played on the train/plane/shitter to pass the time--but it didn't fuck around with a pointless open world either.
Well, as far as MGS V is concerned, you really don't have to roam that much during main missions. Granted, unless you want to wait around for Pequod to pick you up every few minutes, you'll have to drive a fair bit while completing side-ops.
But I am a big Kojima fanboy so I'm pretty biased lmao
 
Fighting games are the most borefest class of games out there. It's just the same old shit one round after the other with little in the way of variation. Sure there's a whole range of different fighters capable of doing different shit, but it's all the same anyway. After an hour of playing, I'm usually done.
 
I like Sonic and the Black Knight and thought it was pretty easy to control and honestly didn't understand how people had such a hard time with it. It also had one of the better stories in a Sonic game, not a high bar to beat, but still.

Needing to grind or overtrain one of your pokes in Gen 2 is not a bad thing, you're just a pussy.
I love Gen 2, but that level curve is bullshit.
 
Fighting games are the most borefest class of games out there. It's just the same old shit one round after the other with little in the way of variation. Sure there's a whole range of different fighters capable of doing different shit, but it's all the same anyway. After an hour of playing, I'm usually done.

JRPGs are equally as tiresome. There are very few that stick out of the crowd of boring grindfestivals with various coats of paint slapped on.

I love Gen 2, but that level curve is bullshit.

What level curve? Post elite four? As I remember it, you were supposed to go fight all the trainers on the ship that takes you to Kanto and you shouldn't have had a 6 poke team by then, so training them shouldn't have been that much of a chore. I consider it all bonus content anyway. The only difficult fight in the game is Red.
 
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The other problem in hindsight was Blizzard's "Bigger is better approach" in Starcraft 2. Starcraft 2 allowed you to easily control a large spawn of enemies, allowing for lame ugly strategies like Terran Bio Balls (a large confusing mess of cheap expendable ground soldiers).

Blizzard also really wanted to require more complex game mechanics, which hampered fun for a lot of people. Because if you look at Starcraft 1 the pro play is actually really simple and largely consists of small armies.

I hope the death of mainstream RTS hasn't killed the chance of making a Starcraft 3. Blizzard just needs to focus on the core gameplay and not pad it out to an inane degree like they did with SC2. If Starcraft 1 was a finely knife than Starcraft 2 was a silly 62 Function Swiss Army Knife.

If not Starcraft 3, then at least someone else should pick up the slack for RTS games. It kinda feels like with a lot of AAA studios focusing on games which can be turned into eSports, there are certain genres that are left underserved. Could be an open opportunity for mid-tier companies and indies, though.
 
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What level curve? Post elite four? As I remember it, you were supposed to go fight all the trainers on the ship that takes you to Kanto and you shouldn't have had a 6 poke team by then, so training them shouldn't have been that much of a chore. I consider it all bonus content anyway. The only difficult fight in the game is Red.
The scaling for the pokemon you fight is pretty bad. Like you'll have trainer and wild pokemon levels in the teens but you're fighting a level 35 Steelix in the gym. This is partially because after Whitney or Morty, you had a couple of orders to take on the gyms. Then there's Claire with pokemon in the 40's but surrounded by wild pokemon in the 20's. You're basically underleveled the whole time even if you fight every trainer you meet unless you grind. And in Kanto, it's even worse because they use the levels from R/B for wild pokemon, so leveling up other Pokemon you found on the way is a pain in the ass too. At least the trainers are high level. And yeah, a lot of the boss battles aren't particularly hard(Gen 2 probably has the easiest League), but I've been doing nuzlocke runs and those levels start to matter when you got permadeath on.

you shouldn't have had a 6 poke team by then
Ha, you're a funny guy.
 
The scaling for the pokemon you fight is pretty bad. Like you'll have trainer and wild pokemon levels in the teens but you're fighting a level 35 Steelix in the gym. This is partially because after Whitney or Morty, you had a couple of orders to take on the gyms. Then there's Claire with pokemon in the 40's but surrounded by wild pokemon in the 20's. You're basically underleveled the whole time even if you fight every trainer you meet unless you grind. And in Kanto, it's even worse because they use the levels from R/B for wild pokemon, so leveling up other Pokemon you found on the way is a pain in the ass too. At least the trainers are high level. And yeah, a lot of the boss battles aren't particularly hard(Gen 2 probably has the easiest League), but I've been doing nuzlocke runs and those levels start to matter when you got permadeath on.

Frankly, the only cliff that really matters is between Blue and Red, something that was probably meant to be SLOWLY built up to. Whitney is really bad only if you chose Cyndaquil and/or partook in literally no training, while Morty is luck-based (an added 20% failure chance on Hypnosis, on top of 55% accuracy) and his Pokemon can be neutered by heading up to Route 43 for a Girafarig. And I love that they tried to keep the variable order that they had in Kanto (Gen 1 and Gen 2), even if it flattened the leveling curves everywhere.

Kanto was pretty lacking, though, probably because they had to squeeze it into the cartridge. There are a few areas that seem a bit too empty even then, and you can tell that they ripped a few areas straight from R/B and reverse-engineered them to fit them into the map grid. The reason the leveling is so bad in Kanto is that they had to keep levels low enough that people wouldn't be thinking "Huh, why isn't this guy in the Elite Four?"; it's actually worse than it should be in certain areas, especially with the wild Pokemon, but usually so you can get Pokemon at a low enough level to train them and develop them as you wish (they didn't have Move Reminders, after all). They probably could have squeezed Cerulean City's theme or Route 25's theme in there somehow, too, but the remixes they do have are pretty good.

EDIT: For those of you who did not beat the League because they either spread their Exp too thin, don't want to do any training, or don't want to pick up a Lapras... That's on you.
 
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