Your video game hot take(s) thread

Absent

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The boring one
Video game boiling burning hot take alert : yoda stories was awesome.
 
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BrawlMan

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The new Hellboy game is going to be an over the shoulder brawler?
Yaaayyyyyy!!!

It's going to be a rogue lite?
Uuuuggghghhh!


 
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Absent

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BrawlMan

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Cell-shaded mignola(-like) graphics ? I'd take any gameplay...
I love the cel shading, but I just want a regular ass action game. Any rouge types, I have zero interests in. Hopefully, it won't be too bad with those elements, but I'm going to be watching really carefully.
 

Old_Hunter_77

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I love the cel shading, but I just want a regular ass action game. Any rouge types, I have zero interests in. Hopefully, it won't be too bad with those elements, but I'm going to be watching really carefully.
Since this is the hot takes thread, I'll use this to go off:
A thing that people say they like about rogueli*es is that it allows for short game sessions, 'cause you can just do a run or two. But... regular games with levels and whatever also "allows" that 'cause you can just do a level. But then the next time you play you get a whole 'nother level! So isn't that better? (yeah I also am not into the rogues. I'm not 100% opposed because I have enjoyed a few and I'm willing to try anything if it's not gonna cost me extra but it ain't my thing neither)
 
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Old_Hunter_77

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Inspired by my 2nd aborted attempt to play Code Vein:

When you hit an enemy, they need to react. I mean with animations and combat flow, not just reducing their health bar. It's one of those things that could be excused with older tech, but there is no excuse for it now.

I'm playing Code Vein which is called "anime Dark Souls" because, you know, it totally is. So it's your typical dodge strong attack weak attack with some magic ranged stuff, you know the drill. But when I hit an enemy and they are moving- whether walking or striking- they just continue doing what they're doing and their health bar goes down. They do not react to the fact that I struck them in the chest with a freaking sword. A big stupid cartoony anime sword that is as big as my tiny porny anime girl hero.

Because Sekiro is my gold standard for melee combat, I think about how no matter how frustrating and soul-sucking it is to fight Genichiro a million times, at least when I hit that sumbich in the face with my katana, he actually gets hit. That means interrupting his opportunity to attack for a moment, and is part of that back and forth rhythm of an actual duel.
People crap on Witcher 3 combat but enemies actually react to your hits- humans and monsters.

If a big monster thing is swinging a club, and I'm wailing away on it but it keeps swinging its club... gtfo with that crap. This is not a fight, this is a meta-game of memorizing the computer's timing. Which, I guess, is what video game fights are, but it sucks and we have the technology and tools to make video game fights feel like fights so if you're gonna but fights in the game make them fights forpetesake.
 

BrawlMan

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Because Sekiro is my gold standard for melee combat,
And DMC 5 and Metal Gear Rising are my Pure Platinum standards for melee combat!

Speaking of which, DMC 5 has the best use of a parry mechanic ever in an action game. Rarely anything come close to out doing Royal Guard. A staple since DMC 3. Franchises or games with the best parries:

  1. DMC5
  2. MGR
  3. Hi-Fi Rush
  4. Ninja Gaiden
  5. Bayonetta -the main issue with the franchise that you always have to equip an item to parry.
The the problem with the Norse God Of War games, is that you can only parry what's in front of you. Unlike the games I listed, you can parry from the side or behind you. And most of the games I listed, you can parry in any direction.


but it sucks and we have the technology and tools to make video game fights feel like fights so if you're gonna but fights in the game make them fights forpetesake.
 

hanselthecaretaker

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And DMC 5 and Metal Gear Rising are my Pure Platinum standards for melee combat!

Speaking of which, DMC 5 has the best use of a parry mechanic ever in an action game. Rarely anything come close to out doing Royal Guard. A staple since DMC 3. Franchises or games with the best parries:

  1. DMC5
  2. MGR
  3. Hi-Fi Rush
  4. Ninja Gaiden
  5. Bayonetta -the main issue with the franchise that you always have to equip an item to parry.
The the problem with the Norse God Of War games, is that you can only parry what's in front of you. Unlike the games I listed, you can parry from the side or behind you. And most of the games I listed, you can parry in any direction.
Parrying in the classic GoW’s was possible in all directions too.
 

BrawlMan

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Parrying in the classic GoW’s was possible in all directions too.
I know, it's just that I never played the classic games too much. Note: how I mentioned the problem with the Norse God Of War games, and not the Greek era. Though Ascension changed how parry worked for no reason and made it awkward.
 
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Old_Hunter_77

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The little I parried in Hi-Fi Rush was not rewarding at all. Maybe when I try the game again with a proper controller I will feel different but the idea of parrying bullets from drones isn't gonna turn me on. More importantly it's not visceral- the cartoony rhythm nature of a game like that never feels like "combat," you know? In Sekiro, it's like... you're in there.
Even with the recent Assassin's Creed games, which everybody hates, and hate Valhalla the most- it has much better combat for me than Odyssey or Origins because it feels weightier. And yeah, the parrying is actually good. Perhaps I feel it more realistic or impactful that you can only parry enemies directly in front of you. It marries parrying with positioning.

I kind of forgot Bayonetta even had parrying even though I played the whole trilogy recently. It's just... another mechanic. That's why I look forward to Wo Long which, like Sekiro, make it the whole thing.
Yo lemme tell you I tried parrying in Code Vein... lol... no, just no. Even worse than Elden Ring.
 

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The little I parried in Hi-Fi Rush was not rewarding at all.
I disagree big time on that one.

will feel different but the idea of parrying bullets from drones isn't gonna turn me on. More importantly it's not visceral- the cartoony rhythm nature of a game like that never feels like "combat," you know? In Sekiro, it's like... you're in there.
You're fighting more than just drones even though you can counter there grenades or bullets. Also, you got to be on beat. You did mention you were playing on Steam Deck, so that might have been an issue. You might have gotten some lag. I never had any problem parrying, when playing the Series X. With HF Rush you are "in there"! I most others are definitely feeling it. Another disagreement, the cartoon nature doesn't make it any less visceral. Mad World is a black and white comic book aesthetic, and it doesn't make it any less visceral either.

Even with the recent Assassin's Creed games, which everybody hates, and hate Valhalla the most- it has much better combat for me than Odyssey or Origins because it feels weightier. And yeah, the parrying is actually good. Perhaps I feel it more realistic or impactful that you can only parry enemies directly in front of you. It marries parrying with positioning.
I prefer fun over realism any day. Just because it's realistic doesn't exactly make it better. It becomes a problem when you're in a game about a god fighting other gods from a different Pantheon.

kind of forgot Bayonetta even had parrying even though I played the whole trilogy recently
That's because you have to equip an item in order to do so. You have to pay for it first, and then equip it. Moon of Khala. In Bayonetta 3, when playing as Viola, she automatically gets her own parry. Though you can still equip the item and you'll have two forms of parry.

That's why I look forward to Wo Long which, like Sekiro, make it the whole thing.
Have fun, but there are those who love the all counter mechanic, and there are those who hate it.

 

Old_Hunter_77

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Well yeah I was just talking about my own experiences, not making argument about better or worse. Even with Code Vein, some folks really dig the combat. It's that "feel," that unquantifiable impact of objective design/implementation and subjective experience. It's why I always bring up the recent consensus 'Witcher 3 has bad combat" compared to my own experiences. I can't discount everyone else but I feel what I feel.

Yeah I knew about Viola's parrying and all that, it's one reason I liked the Viola thing a lot more than I though I would.
 

hanselthecaretaker

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Inspired by my 2nd aborted attempt to play Code Vein:

When you hit an enemy, they need to react. I mean with animations and combat flow, not just reducing their health bar. It's one of those things that could be excused with older tech, but there is no excuse for it now.

I'm playing Code Vein which is called "anime Dark Souls" because, you know, it totally is. So it's your typical dodge strong attack weak attack with some magic ranged stuff, you know the drill. But when I hit an enemy and they are moving- whether walking or striking- they just continue doing what they're doing and their health bar goes down. They do not react to the fact that I struck them in the chest with a freaking sword. A big stupid cartoony anime sword that is as big as my tiny porny anime girl hero.

Because Sekiro is my gold standard for melee combat, I think about how no matter how frustrating and soul-sucking it is to fight Genichiro a million times, at least when I hit that sumbich in the face with my katana, he actually gets hit. That means interrupting his opportunity to attack for a moment, and is part of that back and forth rhythm of an actual duel.
People crap on Witcher 3 combat but enemies actually react to your hits- humans and monsters.

If a big monster thing is swinging a club, and I'm wailing away on it but it keeps swinging its club... gtfo with that crap. This is not a fight, this is a meta-game of memorizing the computer's timing. Which, I guess, is what video game fights are, but it sucks and we have the technology and tools to make video game fights feel like fights so if you're gonna but fights in the game make them fights forpetesake.
On the flip side we have something like GoW: Ragnarok where the enemy (let’s use the legacy bosses or even a Hateful Drauger for example) will flinch, but it takes like, ten thousand or so hits to actually kill them. Meanwhile yourself (a bloody demigod), dies in three hits. Even on normal difficulty. Dafuq.
 
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Dreiko

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Well yeah I was just talking about my own experiences, not making argument about better or worse. Even with Code Vein, some folks really dig the combat. It's that "feel," that unquantifiable impact of objective design/implementation and subjective experience. It's why I always bring up the recent consensus 'Witcher 3 has bad combat" compared to my own experiences. I can't discount everyone else but I feel what I feel.

Yeah I knew about Viola's parrying and all that, it's one reason I liked the Viola thing a lot more than I though I would.
Code Vein just has a lot of poise. You can have stuff in DS also not flinch if you hit it, it depends on the armor style. If memory serves (been a few years since I played the game cause I was a day 1 player but it's on ps+ now so I expect more folks will be trying it), you will eventually learn some huge greatsword skills that make things flinch more, but you also can become a poise monster yourself too.


Though yeah Sekiro is more fair about that, practially everything, even the huge ape or bull, will flinch a bit if you hit it with the right thing, and you can parry and poise break everything too.


Also, huge swords unite~

 

BrawlMan

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Yeah I knew about Viola's parrying and all that, it's one reason I liked the Viola thing a lot more than I though I would.
Speaking of witch...