Your video game hot take(s) thread

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thebobmaster

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After playing a bit more Lies of P, I have come to the conclusion that, in fact, difficulty was not the reason I couldn't get into Dark Souls as much as others seemed to. I just flat-out don't care for the combat. It feels clunky when I attack even with a dexterity build to me, and the blocking is also wonky to me. Maybe I'm spoiled by other games and need to just "git gud" with it, but it pisses me off when a game simultaneously requires you to face the enemy to block, but prevents you from turning while blocking.
 
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After playing a bit more Lies of P, I have come to the conclusion that, in fact, difficulty was not the reason I couldn't get into Dark Souls as much as others seemed to. I just flat-out don't care for the combat. It feels clunky when I attack even with a dexterity build to me, and the blocking is also wonky to me. Maybe I'm spoiled by other games and need to just "git gud" with it, but it pisses me off when a game simultaneously requires you to face the enemy to block, but prevents you from turning while blocking.
Easy, just don’t lock on lol.
 

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requires you to face the enemy to block, but prevents you from turning while blocking.
More fast paced action games like No More Heroes, Killer Is Dead, Greek GoW, Bayonetta 1 & 2, DMC3-DMC5 don't have this issue. Yet you have these loud and proud fanboys (especially these foolish essayist on YT back in the late 2010s) go on about how these specific genre of action games are either "too archaic, are too fast paced, or there are nothing special, and are "just button mashers". There's having a difference of opinion or taste, and then there's this flat out lies and denial. Nor giving legit credit, where it to due.
 

thebobmaster

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Easy, just don’t lock on lol.
I don't lock on. Which results in the enemy hitting me in the back when I instinctively try to block before turning to face them, and then end up just strafing. Lock on or no, holding down the block button prevents you from turning.
 
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Casual Shinji

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After playing a bit more Lies of P, I have come to the conclusion that, in fact, difficulty was not the reason I couldn't get into Dark Souls as much as others seemed to. I just flat-out don't care for the combat. It feels clunky when I attack even with a dexterity build to me, and the blocking is also wonky to me. Maybe I'm spoiled by other games and need to just "git gud" with it, but it pisses me off when a game simultaneously requires you to face the enemy to block, but prevents you from turning while blocking.
Hey, remember how when Dark Souls released pretty much every other game knew how to properly incorperate 'shooting a bow' into its action controls? But Fromsoft was like 'yeah no, we're not gonna do that, come on!'
 
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NerfedFalcon

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Very few control schemes are inherently better or worse than others. The trick is to make sure that your controls fit your challenges. If your controls are relatively imprecise, then you shouldn't require a lot of precision from your players, but if your controls are very precise, then challenges built to be 'loose' are often boring. A few examples:

-Resident Evil 4 (both of them): Movement is pretty limited in the original and carries a lot of momentum in the remake, so being in exact places at exact times isn't something the controls are suited to. So the game doesn't require that from you, at least not at the same time as other things are going on. On the other hand, the shooting controls in both games do allow you to make extremely precise shots (yes, even in the remake, come at me), so enemies that move around a lot or have specific weak points are a lot more fun to fight than they were in the previous games, where you could only shoot in the general direction of an enemy.

-Metal Gear Solid: When you're required to shoot things, the automatic lock-on makes it possible to make shots even with the overhead camera perspective, or you can run after an enemy by holding X and Square together, and the game works as a result. The sniper rifle lets you aim in first person to take precise shots when needed at the cost of not being able to move at the same time. Twin Snakes used the same level and boss designs with Metal Gear Solid 2's controls, including first-person aiming with every gun, and that created problems with making the game too easy for its own good. Even though the controls are technically "better", you can just easily land headshots on anyone from anywhere, and that removes all tension from a lot of places that used to have it, Revolver Ocelot being a standout example. When you don't need to chase him down or avoid his shots, and you can just stand there capping him in the head from across the room over and over, it gets boring.

-Sonic Adventure 2: One section of Crazy Gadget requires you to use a Light Dash to get across a bottomless pit, but because Sonic is upside down at the time, it's extremely difficult to tell where the trail of rings actually begins. And because the Light Dash uses the exact same button as the Bounce Attack, you need to be absolutely perfect in your timing and placement or you'll simply plummet into the abyss - a perfection that Sonic moves too fast, the start of the ring trail is too small, and the camera is too awkward to pull off consistently, and that your attempts at will frequently lead not just to lost time but to lost lives or even game overs.

-Dark Souls and extended family: tl;dr: I personally don't have an issue with the way the lock-on works, and even against single opponents that I can constantly lock onto to keep my block facing them, I find dodging more effective than blocking just because of how their respective mechanics work. Sekiro excepted, obviously. That game's another kettle of fish entirely.
"Shields are nice, but not if they engender passivity."
 
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I don't lock on. Which results in the enemy hitting me in the back when I instinctively try to block before turning to face them, and then end up just strafing. Lock on or no, holding down the block button prevents you from turning.
That sounds like the opposite of what it is. If you’re not locked onto anything, you can move freely in any direction with left stick while holding a shield up. Clicking R3 to lock on will center the camera on that enemy, and movement around them. Whether to lock on or not is dependent upon how big or fast the enemy is, and also the player’s surroundings. It’s often better to stay unlocked if you’re on a narrow ledge or something so you can quickly turn in any direction with a shield raised to block projectiles for example.

Besides the shoulder buttons being used for combat, this is also why they made it that way, so you can play defensively or offensively with full 360 degree movement of both the player and camera direction independently of one another. Locking on sacrifices that for more direct engagement with the enemy. It’s one of the more tactical things about the game that people overlook.
 
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NerfedFalcon

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Which got really infuriating, especially when you ended up in control of characters who knew damn well what the deal was with zombies and yet only ever shot center-mass.
For the most part, you only really need to shoot zombies in the older games in center mass. Even going for headshots doesn't help much with a handgun, you need a shotgun or something else strong to one-shot zombies reliably that way, but you get just about enough ammo that you can take out as many zombies as you have to. Meanwhile, the tank controls and the way you have to face an enemy to shoot at them makes Code Veronica's Bandersnatch enemies a pain in the dick, because they'll attack you from anywhere in the room with their stretchy arms and you have no way to avoid it after you just took a shot at them because you can't sidestep.

Which actually further proves my point: Bandersnatches present a challenge that Code Veronica's controls do not allow you to properly respond to, and that's why they're a bad enemy and CV is so frequently frustrating to play where the original trilogy (mostly) isn't, for me.
 
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thebobmaster

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That sounds like the opposite of what it is. If you’re not locked onto anything, you can move freely in any direction with left stick while holding a shield up. Clicking R3 to lock on will center the camera on that enemy, and movement around them. Whether to lock on or not is dependent upon how big or fast the enemy is, and also the player’s surroundings. It’s often better to stay unlocked if you’re on a narrow ledge or something so you can quickly turn in any direction with a shield raised to block projectiles for example.

Besides the shoulder buttons being used for combat, this is also why they made it that way, so you can play defensively or offensively with full 360 degree movement of both the player and camera direction independently of one another. Locking on sacrifices that for more direct engagement with the enemy. It’s one of the more tactical things about the game that people overlook.
I don't know what else to say. If I'm holding down the block button, my character seems to lose the ability to turn until I let go of the block button. I can turn, then block, but I can't block and turn at the same time. I'm not saying the game design wasn't made that way without purpose, but it's not a game design I can vibe with.
 
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(yes, even in the remake, come at me)
Thank you. Most will agree with you. Lying and manipulative bitches Crowbcat on the other hand...

Resident Evil 4 (both of them): Movement is pretty limited in the original and carries a lot of momentum in the remake, so being in exact places at exact times isn't something the controls are suited to. So the game doesn't require that from you, at least not at the same time as other things are going on. On the other hand, the shooting controls in both games do allow you to make extremely precise shots (yes, even in the remake, come at me), so enemies that move around a lot or have specific weak points are a lot more fun to fight than they were in the previous games, where you could only shoot in the general direction of an enemy.
What I love about this is, even before RE4R, there were plenty of over-the-shoulder shooters that improved on the control layout or adding options. Characters like Issac Clarke, Garcia Hotspur, and Sebastian Castlellianos can all move and shoot at the same time. Clarke has to contend with enemies whom can move at eratic or rapid pace depending on the enemy type, but can use more than just his mining tools. He can use the environment to his advantage with kensis, and has a stasis with limited usage that slows Nercos down. This gets expanded further in Dead Space 2 & Dead Space Remake.

Garcia gets a dodge roll with huge invulnerability frames, and has a living gun (named Johnson) that morphs into three guns, but each evolves over the course of the game, that Johnson basically becomes 6 guns. A gun that can stun most human sized demons with a light shot, and set them up for a meele, or a headshot. To make up for this, enemies are agressive, but not to the point of unfairness. All projectiles can be dodged or shot at, and there are no hit-scanners. Most demon fodder melee focused, but you're usually in small or smaller areanas. There is enemy variety and boss variery to make up for this. Some of the non-standard shooting sections very in quality, but the effort is apperciated in keeping things interesting in a 6-8 hour shooter. Though the big boner section could have been axed, or only done the one time.

Sebastian has to upgrade himself and his reduce his aiming sway in both games, to counterbalance his more robust movement compared to classic RE4 and RE5 characters. He does have a stamina bare needs to be upgraded, as to not make him overpowered. Sebastian can actually set up traps, and doesn't not have a weapon limit. He gets a weapon wheel. In Evil Within 1, ammo is only scarce early on, but the 5th or 6th chapter, this less of an issue when you start upgrading. Though if you're on the harder difficulties expect less ammo a but more. EW2 gets around this by making it less RE4, and more RE2-RE3 combined with Silent Hill and System Shock 2. Sebastain can craft items, but the materials are costly. Especially if you're out on the field doing them, and not on a bench or his safe house. Sebastain can also stomp on downed enemies simialr to Garcia. He does have better stealth mechanics than RE4R Leon, even though the AI is almost as simple as the Ganados. Similar to them, The Haunted (EW1) and The Lost (EW2) have erratic movement or won't always stay still. So you have to line your shot carefully. The Lost can't weild guns nor crossbows, but to make up for it, they are way more agressive compared to the Haunted, and much more dangerous in packs. Especially when backed by other enemy types or mini boss monsters.
 

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I don't mind Resident Evil 5's more linear structure. It works to the game's benefit and keeps the pacing going. The game does have quiet moments and they're not few and far between. The chapter with the temple has the most puzzles, which are actually fun to do.They make up for the lack of them. It's an action horror game that's more emphasized on action, but still contains some of that good horror. Me losing out on a lot of puzzles don't hurt the experience at all. RE4 didn't have that many puzzles either, aside from early parts of the game. The RE4 Remake technically has a few more, but they're still pretty simple to figure out or don't use that much effort. Though I do give credit for at least switching up the puzzles or changing the solutions, on the harder difficulties.
 
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NerfedFalcon

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I don't mind Resident Evil 5's more linear structure. It works at a game's benefit and keeps the pacing going. The game does have quiet moments and they're not few, and far between. The chapter with the temple has the most puzles that are actually fun to use and more.They make up for the lack of them. It's an action horror game that's more emphasized on action, but still contains some of that good horror. Me losing out on a lot of puzzles don't hurt the experience at all. RE4 didn't have that many puzzles either, aside from early parts of the game. The RE4 REMAKE technically has a few more, but they're still pretty simple to figure out or don't use that much effort. Though I do give credit for at least switching up the puzzles or changing the solutions, on the harder difficulties.
There's more than enough good parts to Resident Evil 5 that a remake focused on highlighting those while removing some of the worse aspects could absolutely be a game-changer. Though TBH I'll probably just end up playing co-op Mercenaries for longer than the actual game anyway.

Speaking of Mercenaries: RE5 has the best Mercenaries in the series, and what's interesting is that everything wrong with the main game actually fits Mercenaries perfectly. Co-op creates a lot of issues to the campaign, from waiting at loading triggers for your partner to wrangling the AI, but having a second person to watch your back and cover more of the area makes clearing maps so much easier, and coordinating with your friend is a lot of fun. Not pausing the game to open your inventory, as well as the limited space, means you can't carry a full arsenal yourself and have to rely on your partner while being less able to heal or switch weapons in a tight spot, but it avoids breaking up the flow of the arcade-style mode the way that a full pause every time in RE4 did, plus the aforementioned partner helping cover you while you grab a healing item. And of course, if you hated the story of the main game, good news: Mercenaries doesn't have one, you can just grab out Chris and Wesker and go to town on the villagers.

I don't know if I'd say it's good enough to make getting the game worth it except on a very heavy sale (which happens fairly often on Steam at this point at least) or as part of a bundle like the Switch collection, but if you happen to have RE5, it's worth playing a few (or a lot of) rounds.
 
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There's more than enough good parts to Resident Evil 5 that a remake focused on highlighting those while removing some of the worse aspects could absolutely be a game-changer. Though TBH I'll probably just end up playing co-op Mercenaries for longer than the actual game anyway.
Thanks for the input. What inspired this was after seeing Monty Zander's recent video on RE5. Short version: He liked the game at the time but likes it less and less because of "what could have been". I get it, but at the same time, that's mark against the game for me. Monty has his points certain sections, but most others are extreme YMMV, or plain nitpicking for the sake of it, and "not being scary enough". He goes a little too hard on the RE4 glazing, despite admitting their are parts of the game he doesn't like.

Speaking of Mercenaries: RE5 has the best Mercenaries in the series, and what's interesting is that everything wrong with the main game actually fits Mercenaries perfectly. Co-op creates a lot of issues to the campaign, from waiting at loading triggers for your partner to wrangling the AI, but having a second person to watch your back and cover more of the area makes clearing maps so much easier, and coordinating with your friend is a lot of fun. Not pausing the game to open your inventory, as well as the limited space, means you can't carry a full arsenal yourself and have to rely on your partner while being less able to heal or switch weapons in a tight spot, but it avoids breaking up the flow of the arcade-style mode the way that a full pause every time in RE4 did, plus the aforementioned partner helping cover you while you grab a healing item. And of course, if you hated the story of the main game, good news: Mercenaries doesn't have one, you can just grab out Chris and Wesker and go to town on the villagers.
Co-op has its issues, but the game is at its best when your with an actual partner. Once you know what you're supposed to do and how you do it, you get a consistent flow. On Professional, it's a pain the ass no matter if you have a human partner or not. Though the game assumes you know what to expect either way.

I have the 8th gen version of RE5 (PS4) I got used and they seemed to rework Sheva's AI there. The AI still has its problems no matter who is player one, but Sheva or Chris (you can have him be an AI partner after your first playthrough) they seemed improved by a lot. They don't waste ammo as much, and I learned just to give them the one weapon I don't care for, or upgrade said weapon, so they can have something powerful. I actually go through Normal and Hard Mode with not too many deaths. I did simplify the QTEs though, but I am not crying over that. What's even cooler about the 8th gen versions, is that Mercenaries is unlocked from the start with all of the characters available. You can even do Solo Mercenaries, which is what I usual pick, when I want to unwind. This makes the 7th gen versions, even more pointless to play now, unless you got the Gold Edition beforehand. Which the 8th gen versions are based off of anyway. All DLC is included as unlockables when either getting certain chapters, or by beating the game.

RE5 Mercenaries does have the best variety of characters, costumes, and levels. I still give it to RE4R Mercenaries on the gameplay and unique character kits. What RE5M does lord over the rest of the M bonus modes, is an extra mode where the game spawns in a bunch more enemies, and the game becomes an over-the-shoulder equivalent of Serious Sam crossed with Devil May Cry 4 & 5's Legendary Dark Knight Mode. This unique mode is only available in the 8th gen versions, and the score requirements and time are re-balanced, so you can't get S-Ranks that easy. Capcom literally thought of everything there!
 

XsjadoBlayde

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Trying out the update patch for senua head whispers lady game, which seems to look fine so far, no complaints there. But one element I don't remember so well is the uncomfortable amount of direct eye contact the character has with the camera from the very start. It don't feel right, I'm not built for that shit at all. Plus she clearly ain't having a pleasant time so am just a deer in the headlights over-defensively reacting like "woah what the hell am I supposed do about it?? I'm only here for the sword tabby stuff, that was deal! Wasn't that the deal?!" Can't tell if it is social anxiety thing or some poorly-judged attempt to get the player feeling more affected by character's torment but ultimately come off like accidentally booting up someone's dodgy VR porn mod instead

Shadows of Doubt and Kingdom Come deliverance 2 both throw you in the main game as homeless. More games should do that. Homelessness for all! (In videogames I mean) I'm allowed to say that cos I earned my homeless pass years ago, if that's how this works... hopefully it does otherwise I've just made myself look a right old silly tittie biscuit. And no,, jack reacher doesn't count, nobody who's CIA counts, especially when they're built like a brick fucking shit house. let's just put all the clancy characters in the "doesn't count" box to be safe, I don't trust that boy to not have more noble homeless CIA agents lurking about his clancyverse, non-consensually dosing civilians with LSD and trying to stage coups in south American countries led by leftist governments who dare try regaining ownership of their own local natural resources while criticising US foreign policy. wtf was I on about again? Ah, yeah, homeless good! (In games)

Gran truzzimo needs to sort its fucking hud and menu out. fucking ugly piece of sexless boring bollocks, seven fucking games now, infinite money and success, how have you not found a way to avoid looking like a gloried tax return form?! Every time I try starting the game I want to fucking kill myself - is that a personal problem? Maybe. Maybe I'll tell my bloody therapist when they decide to fund the NHS properly again! Even that sounds more fun than these dreaded sodding menus, sort it out Sony jesus fckin christ you artless turkeys

and breathe

breathe in

hold

hold

hollllllllllllllld

...

(nightreign fckin sucks too btw lol)

and breathe out.

sobriety is fun.

funfunfunfunnnofunnyfunfun

wait there's a battlefield 6 open deta out? damn ok fine, brb!
 
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XsjadoBlayde

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Also the start of every Blue Prince run just gets more tedious each time. they don't appear to throw anything new into those tiles, is a very sleepy game tbh
 
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I don't know what else to say. If I'm holding down the block button, my character seems to lose the ability to turn until I let go of the block button. I can turn, then block, but I can't block and turn at the same time. I'm not saying the game design wasn't made that way without purpose, but it's not a game design I can vibe with.



Haven’t played the original DkS in years but pretty sure they all these games work the same way.
 

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Wolfenstein (2009) I find a much better game than Wolfenstein II: The New Colossus, and Yougblood on the gameplay and level design front. Though 09's story I find better than Youngblood.
 

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Whatever, just wash your hands.
Wolfenstein (2009) I find a much better game than Wolfenstein II: The New Colossus, and Yougblood on the gameplay and level design front.
I have doubts about it being better then New Colossus, but a lot of people didn't seem to realize you could really run and gun in New Colossus. If you were moving fast enough enemy shots would tend to miss you and you could use that to really run around like crazy and deal with nazzes.