Unpopular Opinions about Video Games

you fool, the only way a mech sim could possibly work as a game is if you have to actually buy a mech and pilot it around a full-sized model of neotokyo
You complained about K&M aiming suffering stunted growth, I (poorly) make the point that for it to improve you need a specialised input device as a keyboard a mouse is limited, using racing sims as the example I pointed out that people are willingly to pay good money for those specialised devices. Are you sure it's the K&M aiming that's bad or your aim?
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Gaze upon the best input device for a FPS and despair.
 
I don't actually mind the Bedrock edition of MC all that much, it has its problems but being able to have 36 chunks of render distance on a crappy laptop is really nice. It does feel "sterile" compared to Java though and I can't exactly say why.
 
People were mad about Old Country because the game was literally a lie, I know all game devs lie and overhype to a certain extent but it was especially bad here.

All the trailers and pre release press marketed Mafia as an open world game, it was even called an "Open World Action Game" at Summer Games Fest.

The final product was a linear corridor shooter with a six hour mission based campaign. There were no open world mechanics whatsoever.
Huh, is just like Mafia 2.
Kiddos doesn't remember how the clusterfuck was that game.
 
I think I remember seeing something years ago about how Obsidian didn't like the overabundance of dungeons Bethesda had in their games and NV's lack of dungeons was a deliberate design decision, though I wouldn't doubt it might've been an excuse to cover for not being able to include them due its short development time. Has any Fallout autist heard this before or am I completely off the ball?
Well even if you wanted more dungeons that not an issue now since the dlc exist which are just extended dungeons and will often take up a third of most playthroughs.
 
Games have become too complex. The fact we got 30 AI tools to even reach 60 fps proves as much. Going from MH World to MH Rise was magical. A return to simple form. The complexity was there, just not graphically. Most modern games feel like wading through a swamp, stumbling from a tiny piece of land to another. Rarely do you enter a level feeling truly free, only aiming to clear it however you want. No, there's collectibles, collectibles you can't get yet, secrets, replayability slop, ng+ bait, what have you.

A PSX remaster drops, I know it'll be $30, 9 hours of content and I won't feel remotely swampy by its graphical "features".
 
You complained about K&M aiming suffering stunted growth, I (poorly) make the point that for it to improve you need a specialised input device

No, I complained about Quake-style input parsing, and players having gotten so used to that that they assume that's the only way things can be done, resulting in infantry combat sims basically not existing (not even Arma or Red Orchestra). Your response was to say that...yes, this is the only way things can be done.

Except it isn't.

I've played games where mouse X:Y was not directly mapped to player theta:phi. It's not the only way to do things, same way that Need for Speed isn't the only way to parse driving with face buttons and a thumbstick. Ironically, you proved me right. Your perception of how games can be controlled is so deep in Quake-style aiming that you can't even imagine a game working differently, just as I said.

Play Helldivers II some time, it'll help get you out of the conceptual rut.

Are you sure it's the K&M aiming that's bad or your aim?

"You wish there were more realistic games than Mario Kart out there? You must be bad at Mario Kart. Sounds like you need more practice with the SNES controller."
 
Ostatnio edytowane:
If Gamescom 2025 has shown, even modern gayming can't do cinematics right. For all the harping of vidya wanting to be more cinematic, most cinematic trailers lack pacing. There is too much dialogue in the middle of the fight and things keep moving FAST instead of allowing the audience to parse what the fuck was said and shown, leaving the audience with little room to imagine what will happen. Compare the World of Warcraft Midnight cinematic to Warlords of Draenor, Dawn of War IV cinematic to Dawn of War III or the Arknights: Endfield cinematic to Armored Core 6. Its a literal night and day difference. Even indie reveals act like this and I'm fed up with trailers with a lack of energy.
 
I've played games where mouse X:Y was not directly mapped to player theta:phi. It's not the only way to do things, same way that Need for Speed isn't the only way to parse driving with face buttons and a thumbstick. Ironically, you proved me right. Your perception of how games can be controlled is so deep in Quake-style aiming that you can't even imagine a game working differently, just as I said.
just say tank controllers with non-centralized shooting spots, you sound like a fucking faggot with the retarded breakdown of how the mechanics should work.
i was going to tell you to play trannytech but you probably already know of it.
 
I've played games where mouse X:Y was not directly mapped to player theta:phi. It's not the only way to do things
There's very few games that do this, though. I just finished an old game called Project Eden where the crosshair stays within the boundaries of an invisible area in the middle of the screen. When you move the mouse to the side, so does the cursor, but it stops at a certain point. The character doesn't turn as long as the crosshair doesn't touch the invisible boundary. It's not too bad, but it's completely unnecessary.

Skip to 7:30 for instance.

 
There's very few games that do this, though.
Almost no vehicle-based games map mouse X:Y to vehicle theta:phi. I'm not saying I want a FPS to control exactly like No Man's Sky vehicle controls; I'm just saying that the basic idea that player input should trigger game physics should be explored, particularly in sims, to figure out a movement and aiming scheme that causes real-world tactics to emerge naturally from the game rules.

The character doesn't turn as long as the crosshair doesn't touch the invisible boundary. It's not too bad, but it's completely unnecessary.
It's also still not physics-based movement.

As an analogy, Gran Turismo 4 (now old enough to drink) gets driving physics mostly right, so the optimal racing lines on various courses are the same as in the real world without any special programming to force things. On the flip side, since there are no crash physics, the optimal way to overtake opponents is to smash into them at hairpin turns and exploit the ricochet to maintain speed. As a result, time trials feel realistic, but a core skill of real racing, how to overtake other vehicles without causing an accident, is not only something you don't really need to learn, but sub-optimal. Bumper car tactics are fine in Mario Kart, but in GT4, it feels silly. Optimal tactics emerge from the game rules, and the only real fix is making crash behavior at least slightly more realistic.

Zero-inertia, weightless weapons with pixel-accurate, unbreakable sight pictures are the FPS equivalent of bumper-car physics. By making it trivially easy to acquire and hit targets, there are massive gameplay effects. It's not a big deal in Call of Duty, but it makes games like Red Orchestra 2 feel like the GT4 of shooters. All this effort goes into simulationist aspects, and at the end of the day, the optimal way to play is not that much different than Call of Duty in hardcore mode, and real-world WWII tactics are a total waste of time. What I am saying is that if a sim is to have real tactics work, instead of people tapdance-twitch-sniping with light machine guns, then gun handling and player movement need to be physically grounded. A loaded M240 should handle like the nearly 30-lb weapon it is, not like a laser glued to your eyeball. You should move like a human, not a hummingbird.
 
Zero-inertia, weightless weapons with pixel-accurate, unbreakable sight pictures are the FPS equivalent of bumper-car physics. By making it trivially easy to acquire and hit targets, there are massive gameplay effects. It's not a big deal in Call of Duty, but it makes games like Red Orchestra 2 feel like the GT4 of shooters. All this effort goes into simulationist aspects, and at the end of the day, the optimal way to play is not that much different than Call of Duty in hardcore mode, and real-world WWII tactics are a total waste of time. What I am saying is that if a sim is to have real tactics work, instead of people tapdance-twitch-sniping with light machine guns, then gun handling and player movement need to be physically grounded. A loaded M240 should handle like the nearly 30-lb weapon it is, not like a laser glued to your eyeball. You should move like a human, not a hummingbird
Excellent point. Fortnite is an obvious cartoon, but CoD was never significantly different and the differences between the two are even more miniscule now that the CoDfaggots have gone full retard with their skins.

I will be dead before I play another CoD game. I ain't about to get smoked by some worthless NEET running around as Beavis or Butthead.

Back to your main point, Quickscoping has always been utterly retarded apex faggotry.

It gets even more absurd when you actually realize how much something like an M82 Barrett actually weighs.

An M-60, M-249, RPD, etc would realistically slow you down significantly while trying to run around a battlefield.

That's why things like covering fire and suppressive fire are so important.

In short, FUCK modern "Tactical Shooters."
 
Almost no vehicle-based games map mouse X:Y to vehicle theta:phi. I'm not saying I want a FPS to control exactly like No Man's Sky vehicle controls; I'm just saying that the basic idea that player input should trigger game physics should be explored, particularly in sims, to figure out a movement and aiming scheme that causes real-world tactics to emerge naturally from the game rules.
You should play Die By The Sword. You control the character's arms, actually swinging your sword manually by sweeping the mouse. It's super weird and takes ages to get used to, and the result is honestly not great, but it's very unique and has a limb severing mechanic that justifies the bizarre control scheme. One of the more memorable Hidden Gems™️ I've played. It's not an FPS though.

If you strictly want an FPS where aiming is purely physics based, try Descent or its modern equivalent, Overload. No 1:1 mouse aiming there, that's for sure. If you insist on going old school, I'd skip the first game and play 2.
 
People were mad about Old Country because the game was literally a lie, I know all game devs lie and overhype to a certain extent but it was especially bad here.

All the trailers and pre release press marketed Mafia as an open world game, it was even called an "Open World Action Game" at Summer Games Fest.

The final product was a linear corridor shooter with a six hour mission based campaign. There were no open world mechanics whatsoever.
I could have swore I read they were taking inspiration from the first and second game and not the third one which is pure open world. I can assume something got muddied somewhere and they might have mentioned it being "open world" by accident and ran with it or as you said they lied. None of the footage we saw prior to release even showed off that the game would be open world and what I got is that they were gonna make the game like the first game and the remaster only with slightly more open hub areas inbetween missions.

Back to your main point, Quickscoping has always been utterly retarded apex faggotry.
It effectively killed the experience of modern day online shooters. Could be getting older and not as quick to react but I tune out as soon as I die to someone sprinting up to me and can just delete me from the game for a few seconds with a sniper they quickscoped me with.
 
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