Hot takes

While I see the appeal, I will never get invested in MMOs ever. It's a waste of my time, money, and energy, and I'm glad to be focused on just regular games without subscription models. Though if I ever decided to try one, it will always be Dungeon Fighter. WoW I never had any interest in.

I usually don't have a problem with color coded enemies. They still get used today, and while I get why some people don't like them, some of those same people go overboard. Most people cite Vanilla_DmC (2013) as the go to example on how bad it gets. Use blue/white weapon on blue/white demon to kill it, etc. Thankfully, the mods on PC and the DE ports fixed it. People complain that using color coded enemies "makes it too much like an old school arcade game or brawler!". Ok, and this a problem why? I know back in those days; it was more so due to hardware limitations with certain exceptions. Usually, a darker color palette means the enemy has either more health, a modified or different attack pattern, and move faster. Not exactly a bad thing when done right.

Besides, some of the older DMC titles used color coded enemies and weapons. DMC1 has color coded enemies with the Marionettes. The red and blue puppets tended to be tougher either with larger health, having high damaging weapons, or both. Ifrit, the orange/red flaming gauntlets, worked best against Frosts, who are blue and white ice demons (a reverse of how DmC worked). Though they have the benefit of being an enemy type introduced late game, instead of lazy palette swap.

DMC3 has Cerberus Ice Nunchucks that froze Bloodgoyles (blood red) and caused ice damage to 1 out of the 2 twin demon bosses (Agni, the fire demon). Viewtiful Joe has color coded bad guys with unique designs, and noted to let the player know when they would be facing a tougher group of enemies. The elites wore black SWAT/commando tactical gear. Hi-Fi Rush does a similar thing where robots are color coded and Chai has to use an assist that is color coded to break either their shields, armor, or a type of barrier, before wailing on them.

God of War 4 does this subtly, but still got some flak for it by a certain YouTuber user. At least Kratos could bypass this throughout half of the game by building up stun against frost type opponents. Then he later grabs the Blades of Chaos and uses fire to melt ice type monsters. Ragnarök takes this further, but gives you plenty of more options (most of the time), if you don't want to use the Leviathan Axe or vice versa.

Color coded enemies don't necessarily make things too easy, nor "casualize" anything when done right. Mario, Zelda, Metroid, and Kirby use color coded enemies/environments/puzzles, and a majority of gamers have no problems with those games either. Something I noticed is the backlash against color coded anything started around the Wii era, and when many games on the first HD consoles were streamlining things. There weren't much complaints at first, but around 2010, a later vocal minority started making much more noise over nothing.
 
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Mayonaise tastes bad and it's only somewhat useful in keeping tuna from falling out of a sandwich.

Edit- Why tf are all my hot takes condiment related.
Where are you at on a good aioli?
 
Capcom had to reign NT in, and there was nothing the latter could do about it. Orders and orders, and they wanted to keep a good relationship, even though they don't contact much each other now.

DmC (2013) should have been a spin-off title with either a different supernatural demon hunter, or Nero as the lead character. I would have preferred the former. At least we would have gotten DMC5 a lot earlier.
My argument is that Capcom shouldn't have reined them in. That the conformity led to a discrepancy of the new not matching up to the old. It's like the new Coke thing back in the 80's, Coke wanted a new product. But instead of actually doing something new they took the original recipe and fudged with it.

The reboot we got was a odd half step. Both loving and hating the original series as it hated and loved itself. So what I was picturing as a story is this wounded and broken Dante learning to smile and protect others from feeling the pain he went through. That the game, while moving away from gothic architecture would embrace a gothic story of transforming pain into something positive, even beautiful.

Keep in mind this is what I was imagining, this has no real basis in any plans that Capcom or Ninja Theory had. The story would start with Dante or Subject 64432B (as he was called) starting off barely human. Snarling as opposed to snarking. Getting broken out of a demonic containment facility by the Order. Probably Kat and Vergil. And Dante's fighting style would be more vicious and unstable. Kind of leaning into his background.

The Story would MOSTLY continue as the final game did, with a few crucial differences. Peppered in-between missions would be Kat and Dante connecting over their shared trauma, with Dante starting to improve while being imperfect at it. Additionally Vergil wouldn't be a bitch boi hacker, he'd be a powerful and charismatic leader, deeply ambitious and aristocratic. He should be shown as stronger than Dante and off on his own missions. Because I'll defend the reboot, but I cannot in good conscience defend "Vergin" and his stupid little trilby. Sparda would be given the same treatment, he wouldn't be the Legendary Dark Knight as he was in the main series, he'd still be just a guy. But crucially there wouldn't be a scene of him getting wrapped up in BDSM gear like in the original.

And this would be the biggest change that could drastically improve the game. Mundus is a fallen angel and Eva was his sister. The idea being that Sparda and Eva were both close to Mundus and that this conflict between the Sons of Sparda is even more personal. And perhaps the prophecy mentioned in the game instead of stating that only a Nephilim can kill a king of the underworld, only a Nephilim can supplant a king of the underworld. So that Vergil and Dante being born was a threat to the balance of power in a political sense as opposed to a power level sense. That Vergil from the start was rebelling not for altruism, but for more power.

In short I wanted Emo Dante, fascist Vergil, and a Shakespearean political intrigue. Instead of "Corpos suck" the video game. Something very very different from the main series, with no fear of shaking things up.
 
And like that, you've put more thought into it than Capcom or NT ever did. The I have an idea that they were going for a similar thing of what they originally wanted, and what you described. Capcom also had to rain the moon, because they were relying way too much on rule of cool visuals. That even includes when they decided to change course for the story, and tone.

Though again I would have preferred it just be different characters, even under your version or idea of the story of what might could have been. Rename Dante as Damian, and rename Vergil as Vincent.

At least we still get sick combo videos.

 
Ninja Theory should've made the DMC reboot exactly like they showed in the controversial TGS reveal. Damn the fan backlash. If they showed Dante being tortured you'd sympathize with him more and his antisocial behavior would've been justified. Plus if they had leaned into the grunge more it wouldn't have been a weird half step like the game we actually got.

Here's that controversial trailer I mentioned
Here's a hot take for real actually.
I prefer DmC to Revengeance. I find it a lot more fun in level traversal and interactive in combat than the Light Attack spam to fish for parries hoping for the millionth Zandatsu.
 
Here's a hot take for real actually.
I prefer DmC to Revengeance. I find it a lot more fun in level traversal and interactive in combat than the Light Attack spam to fish for parries hoping for the millionth Zandatsu.
Not exactly wrong in terms of level design, but I only play DmC over MGR when it's the definitive edition. Even then, both are going for completely different styles of gameplay and it's up the personal preference. You can parry in DmC, but it 's much easier to pull off by comparison. It's still difficult if you're playing on Hardcore in DE, where the timing is much tighter and closer to DMC3. Also, DmC is much more dodge focused, and Demon Evade is pretty much Witch Time, but you get a huge damage buff.
 
And like that, you've put more thought into it than Capcom or NT ever did. The I have an idea that they were going for a similar thing of what they originally wanted, and what you described. Capcom also had to rain the moon, because they were relying way too much on rule of cool visuals. That even includes when they decided to change course for the story, and tone.

Though again I would have preferred it just be different characters, even under your version or idea of the story of what might could have been. Rename Dante as Damian, and rename Vergil as Vincent.

At least we still get sick combo videos.

Ok, here's a hot take: I hate combos. Having to hit a basic enemy 60 times just makes you look weak.

Also (what I was going to originally post), boss fights are my least favorite thing in any action game. All the freedom and spontaneity you have fighting regular enemies goes out the window in favor of tedious pattern recognition and 'call and response' type gameplay with a bunch of contrived cinematic beats and even worse QTE driven set pieces. Only thing worse than a boss fight is a damn puzzle (which is why I refunded Crimsons Desert.)
 
k, here's a hot take: I hate combos. Having to hit a basic enemy 60 times just makes you look weak.
I get what you mean, and can be annoying at times. See the Ninja Gaiden Sigma 2, but thankfully II Black fixed this and made enemy health pools more like the vanilla release. Though at least with most Ninja Gaiden games, you can kill most human/humanoid enemies fast or one hit kill them depending on the attack, after you de-limb them, parry them, or weapon type.

Funny thing, that DmC video is on Dante Must Die mode, and that game is still more lenient than DMC3-DMC5 (4's is more like the first game's though) when it comes to enemy health pools. Enemies can die fast on DMD in DmC, if you know how to parry or use Demon Evade. Parrying or hitting an enemy hard enough knocks them out of DT briefly. So you're not exactly wailing on them forever unless it's the Dreamrunners.

lso (what I was going to originally post), boss fights are my least favorite thing in any action game. All the freedom and spontaneity you have fighting regular enemies goes out the window in favor of tedious pattern recognition and 'call and response' type gameplay with a bunch of contrived cinematic beats and even worse QTE driven set pieces.
Pattern recognition is not bad, so long as it's done right. Certain action games do it better than others. Usually the best boss fights are the human sized bosses with nearly the same skill as you, or they're not giant wall bosses. QTE driven action games aren't much anymore, or they only use context sensitive finishers. Even under the latter, there is not that many which do that either anymore. The bosses I tend to dislike in these type of action games, are either Greek era God of War wall style bosses, or a weird boss that you're never going to fight again and is done weirdly for the sake of it, or doesn't gel with what you were doing beforehand or previous bosses. Thankfully, this practice has mostly died.
 
I think abilities in Pokemon kinda ruin the pacing.

Not all of them, but stuff like "Arena Trap", where you can't run away from a wild Pokemon even if it is significantly weaker and wouldn't net much exp, or "Sturdy", which lets Pokemon survive with 1 HP from a move that would otherwise have KO'd them.

This comes from the hindsight of having recently played a few older Pokemon games where abilities weren't a thing yet, and both Pokemon Legends Arceus & Z-A, where they took abilities out completely and it made for much smoother experiences overall.
 
Still not big on High On Life's humor. There is a difference, but that doesn't mean much to me when it's done so poorly on both ends. The Devil May Cry series, other than the second game & reboot, does quips the best. Mainly because they're not doing it 24/7 on every single scene. These games know when to have breathing room and do it right.


Back around 2020 or 2021, Max Dood and the YoVideoGames crew realize that the fighting games of the mid to late 2010s and now are basically live service games. The only difference is that most of them don't get this right. I'm mainly referring to the AAA variety of fighting games. On top of $60+, each season pass is going to cost you anywhere between $30 to $50+, depending on the fighting game. The only fighting games to get this right are Killer instinct 2013, Thems Fighting Herds, and Skullgirls. All 3 of these games are either xbla titles not charged at the $60-$70 premium, and were either $29.99 or less out of the gate. I know fighting games from the higher budget are expensive to make, but if you're going to charge this much at least have a decent single player. NetherRealm Studios got this "right", but I still don't like the charging model they did. Plus, they still released a special and complete edition anyway, with a majority of the dlc. So what's the point of getting the dlc, when some companies still do the whole special, champion, or complete editions? Street Fighter V I did not get until the Champion Edition, because I knew Capcom would pull that crap off.

Most old arcade games are P2W. The only reason I am putting this down is because a lot of gamers from the old-school era would rather bite their tongue than admit it. Tell'em Max!


There is nothing inherently wrong about melee action games/brawlers with "one button" combat. Not every action games needs a Light and Heavy Attack combo. Look at games like No More Heroes 1 & 2 (III adds in L&H ATKs), Killer Is Dead, or even the first Devil May Cry. While these types of games may be more simplified in comparison to DMC, Bayonetta, NG, or even God of War (both eras in some cases), that doesn't mean they lack mechanical depth or complexity. KiD has an attack button, a block/parry button, and a charge-stun and guard breaker button. Mondo's attacks can be upgraded to either cover greater distances or gives him new moves. Even his charge attacks can be upgraded and has an upgrade where if you counter an enemy, he'll perform a power geyser lift said enemy or anyone around it straight in the air for Mondo to wail on!

These mechanics come from somewhere and mutate from each other. Back in the arcade days and the 80s to 90s console era, many 2D brawlers have an attack button and jump button. That's it; the designers got creative and allowed players with direction inputs to pull off different moves, canned combos, and those will multiple playable characters (that weren't lazy/limited color swaps) all played and look completely different. There's a reason why Streets of Rage 2 still gets so much love. It already built off a decent combat system from its prequel. Back attack, tag-team throws, and vaulting over any a mook. The sequel did more. They added health draining moves to button that has two different inputs: neutral and forward direction. The Blitz Attacks do the same thing, minus the health draining.

Ninja Warriors (1994 SNES Remake) may have only two attack buttons and is on a single plane, but the genius lunatics at Natsume managed to have all three characters have their own inputs and Street Fighter style commands. Each character even have their own hidden moves the player has to figure out on their own. They can all block too by holding the attack button. The remake to the remake, Ninja Warriors Once Again (Ninja Saviors) take this even further with giving each character EX attacks, new juggle moves, and with even certain characters pulling off air combos!

This stems from Serpahim17 back in the early 2010s when he mentioned El Shaddai in one of his walkthroughs and how didn't like the game, because of its "one button" combat, and how any game like that is "too simple". I'm not the biggest fan of the game either, but that is not always the case, and is ignorant to say. You may not like it, but others do and can see the mechanical depth. Once again, not everything needs to be exactly like DMC or the other high caliber action games.

Movement in certain modern over-the-shoulder horror games. Please use the movement and speed system from either RE2/3Remake, RE4R, Evil Within 2, or Dead Space Remake and Dead Space 2. I say this, because there is no reason why a character moves too slow at such a young age, not wearing much equipment at the start (Jacob from Calisto Protocol), nor be winded so fast after running for only 7 seconds (Sebastian's default stamina in the Evil Within 1). Nor do I want Ethan's slow ass walking or running either. I get wanting to make sure the player is not overpowered and to make them scared, but there are limits. Isaac Clarke has on that suit and he moves faster than Jacob! Leon and Claire (RE2R) move faster than Jacob, and the formers are a rookie cop and civilian with small fire arms training respectively. Sebastian in both Evil Within games move faster than Jacob! And Sebastian is recovering from being drunk in Evil Within 2! Jill and Carlos moving faster than Jacob makes some sense, they're both trained soldiers, but you see what I mean. Even Alan Wake II got this right with the title character and Saga Anderson.

This is another hot take against Yahtzee's opinion on fighting games. Fighting game characters can be taken seriously. It doesn't matter how expressive or lack of expression there is. Hell, while the end goal is to have fun, most people can take a fighting game character seriously, if they're written, voice acted, or just play well. Look at games like Bloody Roat 2 and Primal Fury, Fatal Fury, Street Fighter, and even Mortal Kombat when it tries, etc. I know not all these games have the greatest stories, or have had some low points (some really low points on MK's case part), but give credit where credit is due man! This take doesn't surprise me, as Yahtz has admitted that he doesn't like fighting games, so I expect nothing less from a take like this.


It depends on the gaming franchise in question. I don't mind a torch pass usually or so long as it makes actual sense.

Bebe's Kids. That movie is not good. There are parts that I like, but you could not get me sit down and watch the entire movie, if you tried. I care more for the Itsy-Bitsy Spider short than the movie. The short managed to have a TV show...that only lasted one season, but still better than Bebe's Kids.
 
Devs "listening to the fans" in regards to difficulty or game design is hardly ever a good thing. Their ideas tend to suck.
 
Terminator Salvation I always enjoyed and is still better than all of the other sequels after Judgement Day. It's better than Sarah Connor Chronicles. All of these films are live-action fan fiction for two decades now.
 
The Super Mario Galaxy Movie did some of Sonic the Movie 3's plot points much better.


Devs "listening to the fans" in regards to difficulty or game design is hardly ever a good thing. Their ideas tend to suck.
If those difficulty options are optional it should be fine, adding streamlining in the base gameplay isn't.

Also "listening to the fans" is often a double-edged sword because the loud minority would make them do things that the fanbase has never asked in the first place.

Terminator Salvation I always enjoyed and is still better than all of the other sequels after Judgement Day. It's better than Sarah Connor Chronicles. All of these films are live-action fan fiction for two decades now.
Salvation is a very flawed movie but I'll still respect this one over either rebooting the series or doing yet another time travelling themed movie like the first two.
 
those difficulty options are optional it should be fine, adding streamlining in the base gameplay isn't.
Exactly why no one was complaining about casual difficulty added to games like Final Vendetta or Battle Axe. Well, except for Top Hat Gaming, but he doesn't count.

Linkin Park and Gorillaz are the greatest bands of all time.
 
Console gaming exclusivity needs to be broken by government with public domain enforcement and time limited protections on hardware designs. Reverse engineering, clone hardware, and waiving any option to claim piracy should be expected after 20 years. All software older than that should be free to port to any current platform that wishes to host it.


Elon Musk should buy up western game studios, take them private, and fire all the BlueSky users as the ultimate internet troll maneuver. He should join forces with MBS to make new Neo Geo hardware to take on Playstation and help squeeze the industry with more AI driven development.

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I find it funny Yahtzee has been crazy to bat for BioShock since the early 2010s to now. When he reviewed the game first back in 2007, he had a whatever attitude about it. He really only started changing his tune after the second game, and when Infinite came out. Infinite I don't like and I find it a much worse game than 2. I know BioShock 2 was more of the same, but better polished, but at least it was straightforward and knew what it was doing. It wasn't marred by a bunch of production trouble, and many wasted a plot threads or characters that go nowhere or end up being killed off too fast and unceremoniously. Don't even give me started on that ending.

I can understand his choice, but Bioshock wouldn't be my first pick. Metal Gear Rising has the best opening of any game ever.

Iizuka is full of shit, and needs to fuck off.

Tell'em Simmons.


I noticed the people or "concerned citizens/gamers" who say exclusives are bad and “everything should be available to play on anything!”, are usually people bitching about how a game they want to play (but don't want to admit it) is on a competitive console/not on PC by legal means, or trying to justify/validate their purchase for their console of choice. Yet, when they get good exclusive, all of sudden, "exclusives are important". Or it's some parent spoiling their kid(s), and they want Mario to be on a PlayStation or XBOX. You won't believe how many foolish, naïve, and ignorant parents I met want this idea, and had to explain it to them. Most got it, while some others:

Nothing against Gaming Bolt, but it sounds like he barely played Double Dragon Gaiden. Calling the combat shallow is not true, and there's a good amount moves for each character (with many more you can unlock with their own dedicated move sets), and you can either buff them, your supers, and cancel into other moves and other supers. You can even do tag team combos, or perform another super after switching a character. If you're expecting like 5000 different moves, then you came to the wrong game. The game has a great move list for all characters. Maybe not the most (still more than many other brawlers of old and new), but it's the quality that matters.

DD Gaiden doesn't look "generic" for pixel art. Were you playing the same game? I will admit, while the game does not have as much detail compared to Scott Pilgrim or River City Girls, but DDG still has plenty of it's own details. So the game ain't exactly slacking in backgrounds nor sprite work. This game was in development for 5 years, and Modus put their heart into it.


Another pet peeve of mine is the "I'll take an interesting failure over a iterative sequel/remake any day of the week". I find that highly debatable, and disagree mostly. I get where some critics reviewers are getting from, but there is nothing wrong liking a sequel or remake over an original idea that preformed badly or didn't do well. Anyone remember Geist or NeverDead? Geist was a experimental GameCube exclusive FPS where you could possess people and objects. The controls suck horribly, and weren't even good by 2005 standards. I bought the game in 2007, and returned in 3 days. I got it used at GameStop at the time, and got my $5 bucks back when I couldn't get through it. NeverDead I never bothered with, but seeing the gameplay didn't leave me impressed. Sure it was an original idea with a guy losing body parts and attacking with said body parts, but the game has a horrible frame rate, is overly difficult, glitchy in making certain fight and stages tougher than they should be, and was rushed out the door. God help you, if your "interesting failure" ages bad or gets lost to anal histories of gaming. Not to mention if you get an interesting failure, a failure of a sequel, or remake all at the same time. That would suck and everyone loses. Wouldn't it?

Now sometimes these interesting failures are either due to bad timing, bad marketing, or all of the above. One of my favorite failures is Asura's Wrath. It was actually ahead of the curb in cinematic gaming, and the best use of QTEs. The main reasons AW failed: lack of advertisement by Capcom, Capcom shitty DLC practices, locking the true ending behind DLC (it was supposed to be a full-on sequel hook, but Capcom told CC2 to finish with a conclusive story due to the backlash and lack of sales), and most people not being used to the "episodic"/multimedia gaming format at the time. A trend that set for a while in the mid 2010s, was developers/publishers releasing games by episode with a cheap price per episode. Or just wait until the full game launches and buy that. In fact, Capcom was guilty of this with Resident Evil Revelations 2. It paid off, but nowadays and since the late 2010s, most people will just tell you to buy the full digital game or physical release. Asura's Wrath can be ported with all its content, sold at $20-25, and no would complain. I sure as hell would be happy.
 
Elon Musk should buy up western game studios, take them private, and fire all the BlueSky users as the ultimate internet troll maneuver. He should join forces with MBS to make new Neo Geo hardware to take on Playstation and help squeeze the industry with more AI driven development.
Okay, let's stop talking about him because it's political talk.
 
Okay, let's stop talking about him because it's political talk.

No it isn't. Unless you make it.

Here's a hot take. You specifically, constantly feel some need to be a language policing crybaby on these forums. Why?
 
No it isn't. Unless you make it.

Here's a hot take. You specifically, constantly feel some need to be a language policing crybaby on these forums. Why?
Sorry but he's been involved in some dramas and is political-adjacent.

I didn't want to call a mod for this thread nor have it locked but you are currently being confrontational.
 
Sorry but he's been involved in some dramas and is political-adjacent.

I didn't want to call a mod for this thread nor have it locked but you are currently being confrontational.

He's been an internet troll with the resources to jump into an industry and fire everybody, disrupting everything. He's literally in competition with BlueSky and saying he should fire everybody who uses it is a blatant shit posting joke.

He's heavily involved in AI, MBS has SNK by the balls, saying they should team up to bring back Neo Geo for the purpose of squeezing the industry with AI is again, a shit post.

There was a joker gif. Welcome to the internet.

Confrontational to who? The backseat moderating language gestapo? You aren't a mod. You're a drama queen who shows up to poke people and then call the mods as if you're doing some sort of great service to the forum.
 

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