Unpopular Opinions about Video Games -

jellycar

Actually Patty Hearst...or ScarJo if you prefer.
kiwifarms.net
Fable 2 was terrible and a complete let down from Fable 1. Only things I really liked about it was the jobs/how alive the cities felt, and that clothing didn't have any stats (but your character still looks grotesque the more you upgrade so meh).

Whose idea was it to destroy the Heroes Guild? Why make it so you have to stand still to cast magic? Why are all the characters so bland and annoying? WHY IS IT SO BLURRY?

Don't forget getting tan and your dog change appearance.

If I wanna be pale why do I gotta be evil?
 

WinterMoonsLight

J'ai une âme solitaire
kiwifarms.net
Piggybacking off the Fable comment, but I think all of the Fable games are horrible. They're all pathetically easy, I've beaten all three without dying once or facing any sort of real danger. The RP choices given are very shallow and overall inconsequential. Characterization is the same, very banal. You have the token goody two shoes (Hammer), the apathetic neutral (Garth) and the cackling evil character (Reaver) they're all about as deep as a puddle, their personalities drawn with very broad strokes.

The games are Baby's First Adventure RPG, a stepping stone for newcomers before moving on to better games.
 

moocow

Moo.
kiwifarms.net
I like Borderlands the Pre-Sequel and BioShock 2.
Bioshock 2's gameplay and atmosphere were fantastic, but holy shit the plot was terrible.

A fart-sniffing shrew of a psychiatrist moves to Rapture and somehow manages to brainwash everybody into becoming a big happy (violent) commune, pisses off Ryan, gets arrested, leaves her daughter in the care of Token Black 'Down and Out' Lounge Singer (it's literally in the lyrics of her generic blues dreck) for some reason, who immediately proceeds to lose said daughter who then gets converted into a Little Sister. Then she kills the Big Daddy (you) protecting her and takes her back.

She then spends ten years somehow not destroying Rapture entirely or dying despite the civil war and her supporters consisting entirely of strung-out and doped up hippies and anarcho-commies, manages to not notice her now-recovered daughter retrieving your DNA and resurrecting you in a Vitachamber despite doting on her nonstop to make her the "first utopian."

She proceeds to fucking endlessly shit-talk you (and her daughter) through the entire fucking game despite every attempt to kill you failing, kills her own daughter to try to kill you, revives her, lets you live, lets her free you, finally decides "fuck it, everyone dies" (but naturally secures herself to the escape pod first), then rigs up explosives so her daughter will be killed first as she tries to escape.

The "good endings" where her daughter saves her are an affront to human decency. Sofia Lamb is the most insanely stupid, incompetent, head-up-her-own-ass smelling-her-own-farts cartoon villain of an antagonist ever to appear in a video game. Raging cunt, too. Any reasonably realistic portrayal of her experience in Rapture would have lasted about five minutes -- long enough to get shanked for her belongings stepping out of the bathysphere or murdered for her insufferably smug British accent talking down to the help.

Grrr.

It's always been a pet peeve of mine when a villain in a game taunts a silent protagonist "ha-ha! This trap shall kill you, weakling! You are forever doomed!" over ... and over ... and over ... every fucking time failing miserably to actually kill you and never once acknowledging "huh, guess that didn't work" before prematurely gloating about the next ambush. Lamb just happens to especially grate on my nerves with it the most.

Fontaine did it too in Bioshock, and his voice actor fucking sucked, so it was just this constant droning drawn out gangster "c'moooooon, kiiiid, I fooooooooled ya but goood, but nooooooow it's tiiiiiime for you to fallllllllll over and die" shit that really ruined the back half of the game for me. At least Lamb could get through a sentence in under a minute.

Add to the insult the fact that Tanenbaum only shows up in Bioshock 2 for a few minutes, basically just long enough to introduce Sinclair, then say "lol I have to go now, my home planet needs me" and leave. About the only good thing to come out of that mess of a story was Sinclair. He was a bro right through to the end. The real "big twist" of Bioshock 2 was that he didn't betray you.

Minerva's Den was better, to its credit.
 

Gar For Archer

kiwifarms.net
On the topic of Bioshock, I thought Infinite sucked as a Bioshock game. The vigors and clothing items felt half-assedly tacked on, and one of the most iconic Bioshock thins - RPG-style loadout customization and upgrades - was removed.

I also wasn’t a huge fan of the gameplay. Enemies just felt kinda bullet-spongey, and there wasn’t much strategy to fighting them. The final boss was also a tower defense type thing, which I personally was not a fan of.

What I’d do to fix the first issue, is to add more vigor-using enemies who *use vigors better than you*. I actually liked how the crow dudes could use the crow vigor to teleport - it reinforces the idea that these guys have been using this magic *way* longer than you have, and know some tricks you wouldn’t have access to. The idea that immediately pops into mind is an enemy that uses Bucking Bronco combined with a Songbird-style wingsuit to fly and attack from above. I’d also add in a shit ton of vigor-using Vox Populi after the revolution. It would make sense that they would raid the factories for superpowers that were denied to them in order to take revenge on their oppressors, and these enemies - being first-time users - could have way stronger, way more volatile attacks and be prone to accidentally blowing themselves up when engaged in close-quarters combat.

Basically, I just want vigors to be more tightly integrated into the plot instead of just something put in to make it superficially a Bioshock game.
 

MementoMalum

1 Corinthians 6:12
kiwifarms.net
I hate companions in video games. Every modern Bethesda game keeps trying to make me drag some idiot along with me, whose sole addition to the experience is to spout insipid dialogue, block doorways, and serve as a living pack mule. I tried Dragon's Dogma because my cousin recommended it to me, and I liked the combat, the exploration, the story seemed interesting, and I had to stop after about 2 hours because I needed to drag 2 idiot NPCs along who would't shut up. I asked my cousin if they went away, but apparently its a core mechanic, so there goes another RPG I'll never play again.

Every time it's always either an immortal vending machine that spouts inane dialogue or someone who seems to regard enemies bullets/arrows/spells as things that are best applied in large quantities to their foreheads. Don't even get me started on escort missions.
 
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Baldur's Gait

Huh, you're a queer fellow!
kiwifarms.net
I hate companions in video games. Every modern Bethesda game keeps trying to make me drag some idiot along with me, whose sole addition to the experience is to spout insipid dialogue, block doorways, and serve as a living pack mule. I tried Dragon's Dogma because my cousin recommended it to me, and I liked the combat, the exploration, the story seemed interesting, and I had to stop after about 2 hours because I needed to drag 2 idiot NPCs along who would't shut up. I asked my cousin if they went away, but apparently its a core mechanic, so there goes another RPG I'll never play again.

Every time it's always either an immortal vending machine that spouts inane dialogue or someone who seems to regard enemies bullets/arrows/spells as things that are best applied in large quantities to their foreheads. Don't even get me started on escort missions.
Companions are really only useful in old CRPGs like Baldur's Gate, Ultima, and Planescape Torment, games that are more heavily influenced by DnD and as such require a more robust party. Not to mention, you can actually control their actions so their failures are your failures. Every other example though I totally agree with. Take Fallout 1, where the companions were more liable to trap you in a corner and were completely useless by the end. Mass Effect's companions are utterly useless too; I lost count how many times they straight up ignored an enemy right next to them.
 

Dom Cruise

kiwifarms.net
Piggybacking off the Fable comment, but I think all of the Fable games are horrible. They're all pathetically easy, I've beaten all three without dying once or facing any sort of real danger. The RP choices given are very shallow and overall inconsequential. Characterization is the same, very banal. You have the token goody two shoes (Hammer), the apathetic neutral (Garth) and the cackling evil character (Reaver) they're all about as deep as a puddle, their personalities drawn with very broad strokes.

The games are Baby's First Adventure RPG, a stepping stone for newcomers before moving on to better games.
For what it's worth the Fable games have good atmosphere and an interesting world, it's all so very British and I like the way games mostly have a comical tone, but are still able to have moments of darkness, drama and even creepiness* which are made a special kind of impactful since things are usually light hearted.

*case in point, the Winter Lodge Demon Door in 2

But yeah, they are the easiest games ever made pretty much.

And here's an unpopular opinion for you, for me if a game has good enough atmosphere that's usually enough for me to get by, which I know for the vast majority of gamers it's all about the gameplay and while I love great gameplay too, I judge a game as an overall experience.

Bioshock 2's gameplay and atmosphere were fantastic, but holy shit the plot was terrible.

A fart-sniffing shrew of a psychiatrist moves to Rapture and somehow manages to brainwash everybody into becoming a big happy (violent) commune, pisses off Ryan, gets arrested, leaves her daughter in the care of Token Black 'Down and Out' Lounge Singer (it's literally in the lyrics of her generic blues dreck) for some reason, who immediately proceeds to lose said daughter who then gets converted into a Little Sister. Then she kills the Big Daddy (you) protecting her and takes her back.

She then spends ten years somehow not destroying Rapture entirely or dying despite the civil war and her supporters consisting entirely of strung-out and doped up hippies and anarcho-commies, manages to not notice her now-recovered daughter retrieving your DNA and resurrecting you in a Vitachamber despite doting on her nonstop to make her the "first utopian."

She proceeds to fucking endlessly shit-talk you (and her daughter) through the entire fucking game despite every attempt to kill you failing, kills her own daughter to try to kill you, revives her, lets you live, lets her free you, finally decides "fuck it, everyone dies" (but naturally secures herself to the escape pod first), then rigs up explosives so her daughter will be killed first as she tries to escape.

The "good endings" where her daughter saves her are an affront to human decency. Sofia Lamb is the most insanely stupid, incompetent, head-up-her-own-ass smelling-her-own-farts cartoon villain of an antagonist ever to appear in a video game. Raging cunt, too. Any reasonably realistic portrayal of her experience in Rapture would have lasted about five minutes -- long enough to get shanked for her belongings stepping out of the bathysphere or murdered for her insufferably smug British accent talking down to the help.

Grrr.

It's always been a pet peeve of mine when a villain in a game taunts a silent protagonist "ha-ha! This trap shall kill you, weakling! You are forever doomed!" over ... and over ... and over ... every fucking time failing miserably to actually kill you and never once acknowledging "huh, guess that didn't work" before prematurely gloating about the next ambush. Lamb just happens to especially grate on my nerves with it the most.

Fontaine did it too in Bioshock, and his voice actor fucking sucked, so it was just this constant droning drawn out gangster "c'moooooon, kiiiid, I fooooooooled ya but goood, but nooooooow it's tiiiiiime for you to fallllllllll over and die" shit that really ruined the back half of the game for me. At least Lamb could get through a sentence in under a minute.

Add to the insult the fact that Tanenbaum only shows up in Bioshock 2 for a few minutes, basically just long enough to introduce Sinclair, then say "lol I have to go now, my home planet needs me" and leave. About the only good thing to come out of that mess of a story was Sinclair. He was a bro right through to the end. The real "big twist" of Bioshock 2 was that he didn't betray you.

Minerva's Den was better, to its credit.
I just pretend Bioshock 2 doesn't exist, played it once when it first came out and have never had a desire to play it again, plus the Burial At Sea DLCs for Infinite seemingly retcon the game out of existence anyway so...

The trouble begins with how stupid it was to say that Rapture could somehow be anything but totally flooded wreckage a full decade after the first game when Rapture was seemingly just hanging by a thread in the first game.

At least they did give the Commie villain problem glasses, which is pretty funny in hindsight.

On the topic of Bioshock, I thought Infinite sucked as a Bioshock game. The vigors and clothing items felt half-assedly tacked on, and one of the most iconic Bioshock thins - RPG-style loadout customization and upgrades - was removed.

I also wasn’t a huge fan of the gameplay. Enemies just felt kinda bullet-spongey, and there wasn’t much strategy to fighting them. The final boss was also a tower defense type thing, which I personally was not a fan of.

What I’d do to fix the first issue, is to add more vigor-using enemies who *use vigors better than you*. I actually liked how the crow dudes could use the crow vigor to teleport - it reinforces the idea that these guys have been using this magic *way* longer than you have, and know some tricks you wouldn’t have access to. The idea that immediately pops into mind is an enemy that uses Bucking Bronco combined with a Songbird-style wingsuit to fly and attack from above. I’d also add in a shit ton of vigor-using Vox Populi after the revolution. It would make sense that they would raid the factories for superpowers that were denied to them in order to take revenge on their oppressors, and these enemies - being first-time users - could have way stronger, way more volatile attacks and be prone to accidentally blowing themselves up when engaged in close-quarters combat.

Basically, I just want vigors to be more tightly integrated into the plot instead of just something put in to make it superficially a Bioshock game.
Infinite is one of my biggest disappointments in all the years I've been gaming, so much potential, such great art design, but it sucks out everything that was interesting about Bioshock's gameplay and replaces it with linear corridors and endless shooting.

Sometimes atmosphere isn't enough to save a game, but my biggest issue was the story just felt so slapped together and damn near nonsensical, the Burial At Sea DLCs help somewhat and wound up being better than the main game, but overall the game just didn't live up to its sky high (heh) potential.

At least infinite's plotline of an anti-racist movement being as evil as the racism they're fighting against is well.... pretty damn interesting in light of today's world.
 

Burned Man

Trans-Legion burnedgender Mormankin
kiwifarms.net
I tried Dragon's Dogma because my cousin recommended it to me, and I liked the combat, the exploration, the story seemed interesting, and I had to stop after about 2 hours because I needed to drag 2 idiot NPCs along who would't shut up. I asked my cousin if they went away, but apparently its a core mechanic, so there goes another RPG I'll never play again.
You are actually supposed to take 3 stupid NPCs with you at all times. You can get rid of them and try to solo the game but you will generally get your shit kicked in doing so unless you want to grind out some levels and abilities to get op.

I'm on the opposite end of the spectrum here where I want as many expendable people tagging along as I can manage to do my dirty work for me and discard when I no longer need them.
 

AsbestosFlaygon

Dount steel, it's my damn property!
kiwifarms.net
I don't tend to like any sort of graphical enhancement mods, for the most part they seem to be half baked and ruin the original art direction. For example with HD textures often they don't seem to put enough effort into making sure the textures are actual good replacements, and instead just go with whatever high resolution images they can get. Or when they add modern lighting effects they often seem to over do them, main one that seems to happen the most is bloom being way overdone. I also don't get why people use graphical enhancement mods for stuff that's purposely minimalist, mainly Minecraft, but also stuff like N64 games. To me stuff like the shit lighting and low quality textures are important parts of those art styles, and improving them just doesn't work with low poly count models.
 

Medafag

Unironic internet degenerate
kiwifarms.net
Not sure if it is an unpopular opinion, but i have, to say the least, mixed feelings towards silent protagonists in first person shooters, many people would say that a silent player character is better to make the game more immersive, that may be true, but i played Half Life 2: Episode 1 recently, and seeing Alyx constantly talking to Gordon only to get dead silence in return looks awkward as fuck
 

Baldur's Gait

Huh, you're a queer fellow!
kiwifarms.net
Not sure if it is an unpopular opinion, but i have, to say the least, mixed feelings towards silent protagonists in first person shooters, many people would say that a silent player character is better to make the game more immersive, that may be true, but i played Half Life 2: Episode 1 recently, and seeing Alyx constantly talking to Gordon only to get dead silence in return looks awkward as fuck
Half-Life is interesting in how the series showed how to do silent protagonists right in one game and completely wrong the next. People were fine with it in the first game because it was mostly scientists giving Gordon instructions and not really expecting a response. There was no room for Gordon to have a character, so his silence wasn't so jarring. Half-Life 2 screwed this up by having characters speaking to Gordon as if he were more than a plank of wood, which felt out of place.

This isn't too unpopular though, this seems to be a common consensus on how Half-Life 2 took a step back narratively speaking from the first game.
 
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On the topic of Bioshock, I thought Infinite sucked as a Bioshock game. The vigors and clothing items felt half-assedly tacked on, and one of the most iconic Bioshock thins - RPG-style loadout customization and upgrades - was removed.

I also wasn’t a huge fan of the gameplay. Enemies just felt kinda bullet-spongey, and there wasn’t much strategy to fighting them. The final boss was also a tower defense type thing, which I personally was not a fan of.

What I’d do to fix the first issue, is to add more vigor-using enemies who *use vigors better than you*. I actually liked how the crow dudes could use the crow vigor to teleport - it reinforces the idea that these guys have been using this magic *way* longer than you have, and know some tricks you wouldn’t have access to. The idea that immediately pops into mind is an enemy that uses Bucking Bronco combined with a Songbird-style wingsuit to fly and attack from above. I’d also add in a shit ton of vigor-using Vox Populi after the revolution. It would make sense that they would raid the factories for superpowers that were denied to them in order to take revenge on their oppressors, and these enemies - being first-time users - could have way stronger, way more volatile attacks and be prone to accidentally blowing themselves up when engaged in close-quarters combat.

Basically, I just want vigors to be more tightly integrated into the plot instead of just something put in to make it superficially a Bioshock game.
As much as Extra Credits gets hate here, they had a really good episode explaining the thematic problems with Infinite.

Everything in Bioshock reinforced its themes and had a reason to be there. You scavenge for shit because the city has basically just had its own apocalypse. The magic powers play in to the themes of capitalism unlocking human potential, for good or evil. Both also play in to the idea of the individual relying on himself to get through the world.

It all relates back to Objectivism or at least makes sense in the world.

In Bioshock: Infinite, you eat garbage out of the trash when there's still vendors on the street, and the vigors are just there because people expected them to be. They don't have a theme. They've got nothing to do with American imperialism.

They should have just called the game "Chronoshock" and made it have its own, unique mechanics, like making Elizabeth's abilities way more significant.

 

WinterMoonsLight

J'ai une âme solitaire
kiwifarms.net
I never found the Amnesia games particularly scary. The first one had nice atmosphere, but everyone I knew kept going on and on about how pants-shitting scary it was, especially the invisible creature that chases you in the water.

Either I've just been spoiled and desensitized by the horror media I enjoy, or the people who think this is scary are some of the biggest pussies out there.
 

Give Her The D

nigger loving jew
True & Honest Fan
kiwifarms.net
People care way too much about non-issues being put into video games as some sort of political propaganda. It's your deal, but like if it's something minor like a gay character, who gives a rat's ass? Gay people have been mainstream and acceptable for quite some time now, it's not that big of an issue.
 

The Shadow

The Shadow knows!
kiwifarms.net
My unpopular opinion is that I loved Bioshock Infinite the more I played it, and loved that the conflict between the Founders and Vox turned out to not be "good versus evil" but "look at these assholes, they're ALL assholes". It could have been better in places and I feel like meddling from 2K probably had a hand in that, but it's by far my most replayed game in the series.

I agree that it was held back by expectations attached to the Bioshock name, though.
Half-Life is interesting in how the series showed how to do silent protagonists right in one game and completely wrong the next. People were fine with it in the first game because it was mostly scientists giving Gordon instructions and not really expecting a response. There was no room for Gordon to have a character, so his silence wasn't so jarring. Half-Life 2 screwed this up by having characters speaking to Gordon as if he were more than a plank of wood, which felt out of place.

This isn't too unpopular though, this seems to be a common consensus on how Half-Life 2 took a step back narratively speaking from the first game.
It's refreshing that after a decade of the media's non-stop sucking of Half-Life 2's dick to finally see someone point out that it wasn't perfect.
 

Baldur's Gait

Huh, you're a queer fellow!
kiwifarms.net
My unpopular opinion is that I loved Bioshock Infinite the more I played it, and loved that the conflict between the Founders and Vox turned out to not be "good versus evil" but "look at these assholes, they're ALL assholes". It could have been better in places and I feel like meddling from 2K probably had a hand in that, but it's by far my most replayed game in the series.
I liked BioShock Infinite the first time I played it, but that was before I played the original and I realized how much of the game was scaled back compared to the original BioShock. That's not a bad thing mind you, but it made me retroactively miss some of the more strategic elements of the original game.

I also totally agree with you about the parallels between the Founders and the Vox. My favorite moment in the game was when Daisy Fitzroy smeared Fink's blood on her face and held his son at gunpoint since it so perfectly illustrated that she was just as much a psycho as Fink was. Which is why I hated that Burial at Sea retconned the whole thing to make Daisy a martyr, but since it's DLC I just pretend it doesn't exist.

It's refreshing that after a decade of the media's non-stop sucking of Half-Life 2's dick to finally see someone point out that it wasn't perfect.
Honestly, Half-Life 2 never engaged me as well as the first one. I still haven't beaten it while I have beaten the first one several times.

If you want a decent modern take on it, I highly recommend Raycevick's video on the Orange Box, since he acknowledges a lot of the game's shortcomings.
 

The Shadow

The Shadow knows!
kiwifarms.net
I liked BioShock Infinite the first time I played it, but that was before I played the original and I realized how much of the game was scaled back compared to the original BioShock. That's not a bad thing mind you, but it made me retroactively miss some of the more strategic elements of the original game.

I also totally agree with you about the parallels between the Founders and the Vox. My favorite moment in the game was when Daisy Fitzroy smeared Fink's blood on her face and held his son at gunpoint since it so perfectly illustrated that she was just as much a psycho as Fink was. Which is why I hated that Burial at Sea retconned the whole thing to make Daisy a martyr, but since it's DLC I just pretend it doesn't exist.


Honestly, Half-Life 2 never engaged me as well as the first one. I still haven't beaten it while I have beaten the first one several times.

If you want a decent modern take on it, I highly recommend Raycevick's video on the Orange Box, since he acknowledges a lot of the game's shortcomings.
Burial at Sea was pure pandering on Irrational's part- to Bioshock 1 fanboys that complained that it didn't take place in Rapture, and to critics that complained about the Vox being the bad guys or the game being violent and Elizabeth not being the player character. I remember a fuckton of thinkpieces about these things.

Booker using violence as his primary means of solving problems is a core feature of his story. It wouldn't make sense for him to bargain with his enemies or sneak around.
 

Apoth42

Hehe xd
kiwifarms.net
Companions are really only useful in old CRPGs like Baldur's Gate, Ultima, and Planescape Torment, games that are more heavily influenced by DnD and as such require a more robust party. Not to mention, you can actually control their actions so their failures are your failures. Every other example though I totally agree with. Take Fallout 1, where the companions were more liable to trap you in a corner and were completely useless by the end. Mass Effect's companions are utterly useless too; I lost count how many times they straight up ignored an enemy right next to them.
I did a run of Fallout 1 where I just let them die if they died. Definitely better to play games without a guide and to let things happen. Companions slowly died off as I fought through the Citadel and eventually only 2 remained (oddly enough, the people that canonically survived).

Pretty much every game should be set to some kind of ironman mode by default to discourage autismal savescumming. Adapting to the punches and dealing with the consequences is fun. Played Shogun 2 that way and it was 10x better.

I hate companions in video games. Every modern Bethesda game keeps trying to make me drag some idiot along with me, whose sole addition to the experience is to spout insipid dialogue, block doorways, and serve as a living pack mule. I tried Dragon's Dogma because my cousin recommended it to me, and I liked the combat, the exploration, the story seemed interesting, and I had to stop after about 2 hours because I needed to drag 2 idiot NPCs along who would't shut up. I asked my cousin if they went away, but apparently its a core mechanic, so there goes another RPG I'll never play again.

Every time it's always either an immortal vending machine that spouts inane dialogue or someone who seems to regard enemies bullets/arrows/spells as things that are best applied in large quantities to their foreheads. Don't even get me started on escort missions.
I don't know what you're expecting from Bethesda. Writing and making games isn't their forte.
 

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