Unpopular Opinions about Video Games

Weren't you just talking about JRPGs taking influences from the West?
Yeah, in the 80s. Not the 90s or 2000s. And I was saying that was natural, considering the state both genres were in at that time. If we were to question anything about there being little crossover influence between the two at the time, it would be why Western RPG devs were keen to ignore JRPGs and not take any influence from them despite those being more successful at the time.
 
Yeah, in the 80s. Not the 90s or 2000s. And I was saying that was natural, considering the state both genres were in at that time. If we were to question anything about there being little crossover influence between the two at the time, it would be why Western RPG devs were keen to ignore JRPGs and not take any influence from them despite those being more successful at the time.
But even when the WRPGs were making a comeback and eclipsing JRPGs in popularity in the late 2000s, the Japanese devs continued to turn a blind eye. That only changed when Skyrim made a billion dollars, and all of a sudden, they changed their tune and started copying Todd Howard's homework after Skyrim made Bethesda a billion dollars with a single title.
 
But even when the WRPGs were making a comeback and eclipsing JRPGs in popularity in the late 2000s, the Japanese devs continued to turn a blind eye. That only changed when Skyrim made a billion dollars, and all of a sudden, they changed their tune and started copying Todd Howard's homework after Skyrim made Bethesda a billion dollars with a single title.
Yes, you've said that. And I wouldn't say that's exactly true. Because for one thing, all those JRPGs are became open world didn't copy Skyrim's structure or gameplay mechanics at all. They continued doing the same things, but in a big open world. And second, it wasn't just JRPGs, dozens of series across every genre of gaming have had their devs trying to make them open world. Skyrim was influential, but only for being the most visible open world game. Nothing about it as an RPG was copied, it's just the beacon of a general trend of everyone trying to make everything open world.
 
Yes, you've said that. And I wouldn't say that's exactly true. Because for one thing, all those JRPGs are became open world didn't copy Skyrim's structure or gameplay mechanics at all. They continued doing the same things, but in a big open world. And second, it wasn't just JRPGs, dozens of series across every genre of gaming have had their devs trying to make them open world. Skyrim was influential, but only for being the most visible open world game. Nothing about it as an RPG was copied, it's just the beacon of a general trend of everyone trying to make everything open world.
And why did they do that? Because Skyrim's open world was a big selling point that got gamers to dump a billion dollars on a single game. That trend caught on because Bethesda used the open world as a marketing gimmick and got a billion dollars in return.

Skyrim is closer to an action game than an RPG, just like Mass Effect 2 and 3 were. But while all three games were immensely popular and replayed to this day, Skyrim made more bank. Hence why the Japs copied it, despite the fact that Mass Effect was also critically successful and eclipsed Final Fantasy in popularity during its time.
 
ok what game prompted this
Sifu

Hey, actually using the spoiler feature for spoilers.
Sifu.jpg
Something like 3 of the 5 bosses are like this.

Boss 4 has a long chain that you have to inch forward between combos to get in range. If you fuck up a single timing you're pushed miles away and basically have to do that chain of combos again. And suddenly, the gap closing moves no longer work.
Originally I went for a weapons build. But the lack of weapons outside of one stage made it pointless. After I accidently wiped my character (the game has a retarded progression system that tries to be a rogue-like) I went for meter build, but got fucked on the final boss.

I never figured out how to dodge the unblockable straight kick the entire playthrough.

The early game, or generic "fight waves of dudes" arena matches are fun. Some of the stages are pretty too. Late game, it adds "difficulty" by just having the enemies block everything. This is especially annoying when you do a perfect dodge and open them for a punish, only for your attacks to completely wiff. It reminds me of those videos of Uncharted 4 where if you land a hit on the black woman the game will say nope and have her block or dodge anyway.


While I'm doing this mini review. I don't get the hype around the age mechanic. For those that don't know, when you die, you can respawn where you stand, but your character gets older. Plot wise it's because you have magic coins. The mechanic itself limits unlocks, drops max HP but grants higher damage. That's it. I really don't get how this is an amazing feature. I assumed the game would've worked where the bad guys where only venerable once a year so a failure meant you'd have to wait, and aging would grant more powers as your guy has more time to train. But no.


I still want to sleep on it to forge my opinions, but having just finished with it. The fantastic generic fighting is hampered by bad progression, and a reliance on bullshit to add difficulty. I see the appeal but don't get why it's so hyped.
 
Rogue Squadron 3 is not as bad as people claim it is. While it doesn't have the solid balance of gameplay that Rogue Squadron 2 had, it still had some interesting ideas and scenarios that would've been great for a sequel or a future Star Wars starfighter game, such as fighting large space dreadnoughts or fighting as a walker on the ground. While the infantry gameplay revolved around mashing the A button to gun down anyone who looked at you funny, the rest of the game is still a solid performance.
 
disagree on the settlement though, that was a crap idea and poorly implemented. Having one main base is fine, but running around the waste saving places was tedious af (i let them all die)
The settlements are shit, and I don't bother with them. Sim Settlements 2 is a mod that makes them actually fun and what they should've been.

In the mod, you plop down plots, buildings like homes, farms, water purifiers, scrap collectors, etc. and then just bring in your resources. You don't have to place every chair, bed, or window. They even have jobs to collect scrap or send out caravans to trade or loot dungeons on your behalf. And if you don't want to bother with all that. Put them on auto (you can even assign named NPCs to run them) and they'll take care of themselves. The main quest was actually *gasp* interesting too.
 
There's a lot in this post where I can't quite tell if you're still just talking about singleplayer games like Sifu, because it sounds a lot like you're ALSO talking about... how fighting games work in general (or rather, a misunderstanding of how they work). I have a whole spiel that could go here, but meh.

Anyway, point being:
I highly recommend giving Def Jam Fight For NY on PS2 a try, because it is very much not like normal fighting games, and a lot of what you complained about is absent. Mechanics work how they work, some Stages add mechanics but they don't invalidate existing ones, and it's really not about being a sweaty nigga who has memorized movelists or has perfect input timings. It was made so the rappers who star in the game could play it with their friends and have a good-ass time, and it definitely does that.
Even when you do bullshit story fights against buffed characters like Busta Rhymes and Bubba Sparxx, you're both still using the same rules, everything works, everything is still "fair", they just get a bit more HP.
 
Última edición:
Shadow the Hedgehog, despite the jank, had a golden idea with a platforms that had a morality system which changes the levels you play based on your choices. Most RPG morality systems change minor things in gameplay or major plot details based on your choices, but Shadow the Hedgehog outright invites you to make every choice and unlock every level, so that you can get the final ending.
 
There's a lot in this post where I can't quite tell if you're still just talking about singleplayer games like Sifu, because it sounds a lot like you're ALSO talking about... how fighting games work in general (or rather, a misunderstanding of how they work). I have a whole spiel that could go here, but meh.
Please do.

It's a bit of both. Mainly Sifu, but also other games it annoys me. Multiplayer at least gets away from this as it's a human who is playing by the same rules. Maybe I was a MK guy because moves generally followed a similar pattern across characters. I was never a fan of fatalities, so either used the cheat to make them easy, or just ignored them outside of a couple of easy ones.

I highly recommend giving Def Jam Fight For NY on PS2 a try, because it is very much not like normal fighting games, and a lot of what you complained about is absent.
I have them on Gamecube, but yes, great games. It's a shame that one guy who wanted his special move to be his dragon tattoo comes alive and attacks the opponent never got that move implemented. It's been a while since I played, but I remember the story modes being fun too. I don't even like rap music.

I occasionally wonder about the state of modern wrestling games. The N64, PS2, and Gamecube had some classics, but I never really bothered after that.
 
I still want to sleep on it to forge my opinions, but having just finished with it. The fantastic generic fighting is hampered by bad progression, and a reliance on bullshit to add difficulty. I see the appeal but don't get why it's so hyped.
because godhand still on playstation 2.
on the sifu last boss, here's a tip for you.
YESSIR.
 
If a game is shite, you'd have tossed it away.
Autism. The game, the thing that makes it a game, is shite. The mainstory line, and everything about the game, is shit.
The sandbox, the loot, skills (with the mods) and generally levelling up to go bonk giants on the head with maces, is fun.

"build this lego set following these instructions" - not fun
"Build a hammer out of lego and hit your brother over the head with it" - lots of fun.
The lego is good, the instructions are shit and not fun.
 
I enjoyed Xcom 2 after stuffing it to the brim with random ass mods.
Tried the 40K mod that replaced zombies with orks.
All fun and games 'til I faced deff dreads, which needed explosives to kill, which then, as with base game zombies, pulled in more deff dreads. FML!!!
when they ignored other successful WRPGs like Mass Effect and New Vegas? Answer: neither of those titles had the profits or the staying power Skyrim
Binary Domain was Sega Japan's response to Mass Effect.
I could barely get past the tutorial.
 
Binary Domain was Sega Japan's response to Mass Effect.
One game. Meanwhile, the amount of Skyrim-derivatives from Japan range from Zelda games to FF games. Like I said, almost no one in Japan gave a shit about Mass Effect. Almost. Sega was the exception that proved the rule.

For example, even at the height of Bioware's fame and success, there's practically almost no major Japanese RPG maker that decided to crib from their style of making games. Even when Bioware was hot shit to the point where gamers believed they could do no wrong, the Japanese devs couldn't care less.
Also, Binary Domain was not an RPG, but a pure third-person shooter like Gears of War or Warhammer 40K: Space Marine. And commanding squadmates is not unique to RPGs either, lest we start counting Republic Commando as an RPG.

The sandbox, the loot, skills (with the mods) and generally levelling up to go bonk giants on the head with maces, is fun.
The sandbox, loot, skills, and leveling are all part of the game. Main stories are practically an afterthought in Bethesda games; they know the most fun people have are fucking around with the world, and so they put most of the effort into that.

Like seriously, even people who thought Skyrim is a great game put off the main story missions for hundreds of hours or treat them like an afterthought. Even if you like the main story, it represents a tiny fraction of the game.
 
Última edición:
People have forgotten efficient coding skills. Why do modern games take up 100+ GB? Why do modern games require expensive computers to run at top performance? Sure, better graphics, cinematic-quality sound and larger maps/plots/universes are part of the reason. But so many people making games don't even code, instead relying on bloat-generating game engines, or mediocre programmers' inefficient code patched by other programmers' inefficient code.

All the passionate programmers, the kinds who love logic problems, out of the box thinking, and coding for fun, have been drowned out by either those who go into the field because they just "like video games," or because they're in it for the money. They effectively do the bare minimum in college and squeak by with a C average, and look at the passionate geeks as if they have some sort of mania (apart from autism), or as if they're crazy reclusive dweebs with a formal thought disorder for intuitively understanding DSA. Perhaps these programmers are as crazy to them as people who pour concrete on their free time in their 20s and make marble works computers are to civil engineers.

Instead of spaghetti code, we get Katy Freeway code. Just add one more lane/more parallelism. Nothing wrong with parallelism, but so many games these days require these fancy chips and barely look better than Xbox 360 games if "better" means either "more complex" or "more realistic."

So many people are under the sole impression that the reason why the original SMB is only a few dozen kB is because the game is low-resolution, never mind that even one still of uncompressed bitmap is probably that same file size or more. It's because people back then were forced to be creative with code. And later, it was still a plus to code efficiently. Sure, it's less necessary today, but at what cost? People thinking the M-series MacBooks they/their parents worked their butts off to buy are inferior since you need dedicated graphics and X86 for those games?
Saars, you did a racism saars.
 
Ever since FF7 became a household name in RPGs, the Japs have stopped taking influences from WRPGs and instead delved more into anime-style plots and action. They basically built themselves a bubble and pretended that nothing outside existed
There were many attempts by japanese devs at making various different rpgs, and you know it. From Vagrant Story and Shadow Hearts through Valkyrie Profile and Star Ocean. All of them were much better than Ff7, but most of the customers didn’t care.

Ff7 is a type of game for kids and people who enjoy relating to angsty spiky haired character models and discussing unintelligible ‘stories’. There were dozens of millions of such consumets, so why would Square spend time on creating intricate battle systems or thought provoking plots.

That worked up until a certain point in time, when sandbox games became insanely popular. You can't see the forest for the trees really.
 
People have forgotten efficient coding skills. Why do modern games take up 100+ GB? Why do modern games require expensive computers to run at top performance? Sure, better graphics, cinematic-quality sound and larger maps/plots/universes are part of the reason. But so many people making games don't even code, instead relying on bloat-generating game engines, or mediocre programmers' inefficient code patched by other programmers' inefficient code.
Voice acting is the biggest cause of size bloat especially when it's stored in uncompressed formats, it's probably one of the biggest sources of development bloat overall. Textures that look good at 4K resolution also take a hell of a lot of space and compression makes them look like ass. Games have always pushed the limits of what hardware is available at the time, the biggest resource hog now being ray traced lighting and shadows. You turn that shit off and you'll double your FPS. At the end of the day most games are still tuned to be how much impressive bling you can make run at 30FPS. Movies are tuned to be how much bling you can reasonably render at 24FPS on a server farm. Only enthusiasts with eagle eyes and huge wallets seem to give a fuck about getting 60+ FPS for smooth motion and upscaling + frame gen are quick hacks to achieving that. Tens of millions of plebes still buy Pokemon that chugs at 2 FPS at times with ugly jagged ass pixels because Nintendo doesn't know what anti-aliasing is. Optimization is not rewarded by the market.

All the passionate programmers, the kinds who love logic problems, out of the box thinking, and coding for fun, have been drowned out by either those who go into the field because they just "like video games," or because they're in it for the money. They effectively do the bare minimum in college and squeak by with a C average, and look at the passionate geeks as if they have some sort of mania (apart from autism), or as if they're crazy reclusive dweebs with a formal thought disorder for intuitively understanding DSA. Perhaps these programmers are as crazy to them as people who pour concrete on their free time in their 20s and make marble works computers are to civil engineers.
The video game industry is shit tier to program in. The pay is complete ass, there's negative job security, and the crunch mentality is absolutely insane. No intelligent programmer works in gaming unless they have a serious passion for the field, you make 3X+ more hourly doing entry level webshit. It's the tech equivalent of being a scenic painter for theaters: you smell like shit all the time, make less than minimum wage, get treated like a slave, and are fucked off every season to find a new job. I absolutely love the idea of working on a video game but I would NEVER take the pay and quality of life cut to work in the field. With the 3D chops and low-level knowledge needed to make an optimized game you could go work for Raytheon making bombs skewer shitskins for 10x the effective pay. Only idiots and fanatics work in video game programming.
 
Atrás
Top Abajo