Unpopular Opinions about Video Games

what a funny giveaway that you can't read the weapons descriptions or even their alternate fire modes descriptions to properly prioritize enemies, literal skill issue case, let me guess, marauders are hard too? even though you can use the shotgun grenade mines to kill them with aoe damage without having to worry about their shields...
Yes I'm sure you're very hardcore, but I didn't quit because it got too hard, I quit because I got bored. Doing the flame/punch/chainsaw cycle over and over is just annoying. I got the Instant Win Sword, played one more level, then just stopped caring. I think I was actually pretty close to the end, too.
 
The new gta games also have shit combat AND shit character movement. Driving has always been the series' strength. As for cop mechanics the new games often end cop waves on their own from bad pathing because losing the cops is just a matter of pulling into any alleyway.
GTA V has good car mechanics but i think between 4 and V it's a tie between which one has the worse character movement. I kind of felt this way about Red Dead Redemption because sure you get used to it but characters turn like a car and it feels so sluggish.
 
Yes I'm sure you're very hardcore
i didn't say that, i said you had a skill and reading issue, also i guessed that like the other people with said issues and end up complaining about the "adderallness" of doom eternal, they also have a problem with the marauder which is "kind of known" on the doom thread, you should read the pages there about the eternal seethe doom eternal causes eternally.

the rest of your complaint is my point about prioritization, you get the "i win" blade before minibosses begin to spawn frequently, it's almost if the game wants you to use your limited 3-strike instant kill item on them, if you play the game with constant movement and enemy prioritization you won't be chainsawnning and flamethrowing enemies that much, unless it's not your type of game then you will be bored or annoyed by it because skill issue, same as people who play DS/ED and complain about the rolling and get told they have a skill issue because they can't figure that out or don't want to beacuse it's not their type of game.
GTA V has good car mechanics but i think between 4 and V it's a tie between which one has the worse character movement. I kind of felt this way about Red Dead Redemption because sure you get used to it but characters turn like a car and it feels so sluggish.
they are the same-ish, GTA V removes a few things like staying and moving on ledges, RDR2 removes even more stuff to make it sluggish which in a way it's unrealistic if anything, sure the falling on your face down because of some slippery slope is realistic but you moving worse than a tank with a splinter on it's treads is not, they also curb the jump height because "realism"?
 
i didn't say that, i said you had a skill and reading issue, also i guessed that like the other people with said issues and end up complaining about the "adderallness" of doom eternal, they also have a problem with the marauder which is "kind of known" on the doom thread, you should read the pages there about the eternal seethe doom eternal causes eternally.

the rest of your complaint is my point about prioritization, you get the "i win" blade before minibosses begin to spawn frequently, it's almost if the game wants you to use your limited 3-strike instant kill item on them, if you play the game with constant movement and enemy prioritization you won't be chainsawnning and flamethrowing enemies that much, unless it's not your type of game then you will be bored or annoyed by it because skill issue, same as people who play DS/ED and complain about the rolling and get told they have a skill issue because they can't figure that out or don't want to beacuse it's not their type of game.

they are the same-ish, GTA V removes a few things like staying and moving on ledges, RDR2 removes even more stuff to make it sluggish which in a way it's unrealistic if anything, sure the falling on your face down because of some slippery slope is realistic but you moving worse than a tank with a splinter on it's treads is not, they also curb the jump height because "realism"?
My complaint with the marauder isn't that it's too hard, it's that it's boring. There are two ways to deal with it: AoE spam (boring) or ignoring it until it's the last enemy around, then dealing with it the "correct" way (also boring).

I actually really like the frantic gameplay of the Slayer gates, zooming all over the place and whipping your view around so much you can barely tell what you're looking at. Very Flow State gameplay. But as the game goes on it adds more shit to interrupt that. Marauders do it, grenade swapping does it, the flame belch and blood punch do it because you're constantly checking cooldowns, the 20 different collectibles do it, the level challenges do it. The game quickly goes from proper Doom where you're gliding through a level laying waste to demons to one where you're checking CDs and optimizing rotations like it's World of Warcraft.
 
It’s just that stretching them out to multiple episodes/games for some grandiose has never worked out.
"Grandiose" kek

I mean the reason Telltale did that is because they were constantly in debt. The episodes literally funded future episodes, that's why they cut them up. It's why their BONE series was never finished, it couldn't pay for itself even when they split it apart into episodes. The series was simply too niche to make a profit.

According to TT's own words (after they shut down) the only game that was an actual net-positive profit-wise was The Walking Dead season 1, hence why they chased that series so hard but every other IP only got a maximum of 2 games. They were constantly in the red for almost their entire lifespan and had to constantly chase big IPs instead of making original games because if they didn't they would die. They NEEDED to be working on a new project every 6 months, if not juggling multiple at once, just to keep the lights on. They couldn't even change engines and had to keep using the same janky 15 year old software despite it clearly not aging well.

Hence why despite their games all being super simple and undemanding graphically, they still managed to be notoriously glitchy and unoptimized. One of the biggest issues people had with TTs games was lag, which is insane if you knew what these games looked like. That and the fact they had to make their older games compatible with the Wii's size limits meant that they were more or less forced into gimping all their products graphically and scale-wise, which also gimped how much your choices could actually effect narratively.

Iirc that's also why so many of their early games look like unfinished tech demos with zero dynamic lighting and reused character models all over the place, like Tales of Monkey Island or Back to the Future (which I actually liked). Even at their absolute peak Telltale were barely holding themselves together with duct-tape and spit.

I think the "choose your own adventure/your choices matter point-and-click" combo CAN work as a game, just so long as it actually has time and resources put into it. Telltale failed because of their structure and work ethos, not the concept being bad.
 
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You've never played the campaigns for older GTA games? Hell, those games pushed you to the campaign for better weapons and unlocking the world.
I don't think they did. GTA1 you had to progress to unlock the cities, but they weren't connected in any way. People did play the campaign, but few got far due to how punishing they were. You had to pay to save, and missions were vague, difficult, and couldn't be retried.

GTA2 was better, but had the same issues. I do remember people would side with the scientists in GTA2, simply because they had flamethrowers if you pissed them off. Both games had cheats to unlock the other cities if you were playing to escape the cops.

GTA London was just a big faff to start up so barely anyone played it at all.

The Driver games had a much better campaign at the time.

It wasn't until GTA3 where campaign got to the point of being worth playing. Clear objectives and the ability to restart missions helped a lot.

Not saying games where your choices matter don’t exist. It’s just that stretching them out to multiple episodes/games for some grandiose has never worked out.
(Ninja'd by @gaysexenjoyer )
Even Telltale games failed at this. I remember controversy over Walking Dead when it turned out your big, important choices didn't matter. If you did or didn't steal some food, the game played out the same with people accusing you of stealing it anyway. If a major character got killed, he's be either replaced by a slightly different looking clone, or just not play a big roll after that branch. It's a false choice.

This is going to sound odd, but Japanese porn visual novels don't seem to have these problems. But then they also don't pretend every choice is some grand world changing event that completely changes a playthrough.
 
This is going to sound odd, but Japanese porn visual novels don't seem to have these problems. But then they also don't pretend every choice is some grand world changing event that completely changes a playthrough.
Forbidden knowledge here, but I will never forget that Rance X (the final game in Japans longest running porn game series) literally had the largest and most expansive script... ever.

Not just in gaming, in all of fiction. A fucking Japanese Porn Game where the main character is an unironic, unrepentant rapist had the biggest script in all of fiction. It had a higher word count than the entire LOTR trilogy and Baldur's Gate 3. Combined.

I'm genuinely not joking.

The Nips are just on fucking demon-time when it comes to gooning.
206px-Rance-X-cover.jpg
 
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Why does every other game nowadays look like it's being displayed through a vaseline filter? Old games being ran in modern resolutions are unironically the best looking games, because modern devs for some reason decided that instead of making games look crisper than ever, modern technology should be used to make games blurry, washed-out messes of various lighting effects. And fuck tiny UI elements that you need to press your face up against the screen to see too. Just because resolutions are bigger doesn't mean UI assets need to be the same pixel size, they took up the screen real estate they did for a reason.
 
I’ve played Brutal Legend. If it was a hack and slash type of game without the RTS elements, I’d think it’d be a lot of fun.
The RTS elements are make-or-break because if you're in the niche group who like them, it's incredibly satisfying. But it definitely took away from the hack-n-slash and vehicle stuff. It was a very ambitious game that tried to do too much all at once.

If they ever make a sequel (spiritual or otherwise) I'd just slap an AI Assist mode for the RTS stuff so you can focus purely on combat while the combat handles the strategy.
 
i just found out about a game called Dispatch whose plot is :"Described as a "superhero workplace comedy," Dispatch has the player take the role of Robert Robertson (Aaron Paul), formerly the superhero Mecha Man, who has to take a job as a dispatcher for misfits-turned-superheroes after his signature mecha suit is destroyed in battle"

Telltale games should have died harder
 
i just found out about a game called Dispatch whose plot is :"Described as a "superhero workplace comedy," Dispatch has the player take the role of Robert Robertson (Aaron Paul), formerly the superhero Mecha Man, who has to take a job as a dispatcher for misfits-turned-superheroes after his signature mecha suit is destroyed in battle"

Telltale games should have died harder
I played the demo, I thought it was a'ight.

It's just a management game where you send out superheroes to deal with crimes and the like from your desk with various minigames and resources you have to balance, and there's some Telltale-esque character choices inbetween the actual gameplay.
 
Let me know if anyone’s said this already, but in my opinion, Half-Life 1 is better than 2
I think I might have to agree with this. On my recent playthroughs of both I feel that they have aged quite a bit but in a lot of ways I feel like Half Life pulled off the first person cinematic overload better than 2. 2 has more awkward "stand around as characters just talk about bs" as well as really really overlong vehicle segments that just jam up the pace. Half Life 1 isnt perfect by no means but I just think it plays better in the end and has a cooler atmosphere going from horror to balls to the wall action.

The expansions though, ehhh. I remember liking Opposing Force as a kid but man replaying that it is janky as fuck
 
I think I might have to agree with this. On my recent playthroughs of both I feel that they have aged quite a bit but in a lot of ways I feel like Half Life pulled off the first person cinematic overload better than 2. 2 has more awkward "stand around as characters just talk about bs" as well as really really overlong vehicle segments that just jam up the pace. Half Life 1 isnt perfect by no means but I just think it plays better in the end and has a cooler atmosphere going from horror to balls to the wall action.

The expansions though, ehhh. I remember liking Opposing Force as a kid but man replaying that it is janky as fuck
You nailed it. I like both games, but going from Half-Life 1 straight to 2 just felt weird. They focused more on the story and world building, which makes sense since that’s what made the first game stand out. But honestly, it feels like they went a little overboard with it. Still, I can’t deny Half-Life 2 has it’s own charm.
 
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