Hot takes

The Devil May Cry anime from 2007 really isn't good. Outside of one or two episodes. I get there are people who don't like the netflix show, but that doesn't automatically make the old anime better. Patty is still an annoying child character who doesn't do much. She's no Chris Thorndyke, but I really don't care for her. The action is not that good and the fight scenes end too quickly. At least a netflix show has decent good action scenes. I'm only saying this now because i've noticed more than a few channels last year.And some of this year gas up the 2007 anime, like it's the best thing ever or as if there were no flaws. It's ironic coming from some of these people as more than a few are more than likely the same who either didn't like the anime back then or had no problem trashing it, like most people did at the time. My point being is that this is an anime. I really don't revisit at all, and the last time I did, I actually had a d v d copy of the whole series for cheap. I sold the thing years ago.

People complained that Kill La Kill has "too much filler or nothing happens until the 14th episode". While there are some filler episodes, most episodes served a purpose by either learning more about show's universe/lore, developing Ryuko, learning more about Satsuki and her elite 4 (whether it be with character flashbacks or how they interact with each other), and later moving the story forward. Funny enough, there's even a beginning part of the episode halfway into the series where Senketsu does a 2 minute long recap that's a take that to recap episodes. Recap episodes are nowhere near the norm back when anime was at during the 90s and 2000s, but it still happens from time to time. That was the most hilarious gag throughout the entire show.

Being different automatically does not automatically make something good. You could have something that's different and still be bad due to execution or whatever. I noticed a lot of film and game critics from the early to mid 2010s tried to pass this off, and I wasn't buying it.
 
SEGA should have been the pioneers of 3D focused consoles, they made the Model 1 and Virtua Fighter was what convinced Sony to focus on 3D for the PlayStation.
The answer that their arcade division were the only team interested in 3D is just a lazy excuse.

6 buttons for fighting games is largely unneccesary and should have only been an SF thing, Fatal Fury and every other Neo Geo fighter proves this.

8 button arcade sticks are heresy.
 
SEGA should have been the pioneers of 3D focused consoles, they made the Model 1 and Virtua Fighter was what convinced Sony to focus on 3D for the PlayStation.
The answer that their arcade division were the only team interested in 3D is just a lazy excuse.
I think 3D game at home was too early in 1994. It was around 1996 (with the N64) that we finally got worthwhile 3D games with great PS1 titles. Sega were kinda right about not going 3D too soon but they should've waited a bit longer for the Saturn.

6 buttons for fighting games is largely unneccesary and should have only been an SF thing, Fatal Fury and every other Neo Geo fighter proves this.
I do agree that fighting games don't need three strength level for punch and kick but I still think that alternative buttons (like the Dust one in Guilty) is good to have as an option.

8 button arcade sticks are heresy.
I think those were made for versatility rather than using all 8 at once.
 
I think 3D game at home was too early in 1994. It was around 1996 (with the N64) that we finally got worthwhile 3D games with great PS1 titles. Sega were kinda right about not going 3D too soon but they should've waited a bit longer for the Saturn.


I do agree that fighting games don't need three strength level for punch and kick but I still think that alternative buttons (like the Dust one in Guilty) is good to have as an option.


I think those were made for versatility rather than using all 8 at once.
My main thought on arcade sticks is that people mainly want to play arcade genres in a legacy way, so fighting games, beat'em ups, etc. and those usually only use upwards of 6 buttons at most.
I mean you wouldn't play GTA or Final Fantasy or Minecraft with an arcade stick, since those games and their genres weren't designed with that kind of control scheme in mind.
So having those 2 extra buttons is more or less just to make button combinations easier by binding certain combinations to them, that's what I think atleast.. but then why would people even need that option? The arcade stick design is already made for combination presses in mind.
 
I've always been a "play the way you want to play" type of person and move on. As long as said person(s) or people are having fun, and not going out of their way to hurt anybody, then I see no issue with others playing modes on easy, normal, hard, fuck you hard difficulty, etc. or whatever. Everyone is different.

To add to this, certain YouTube reviewers are either complaining or stating that most Normal difficulty modes are too easy for certain games (usually AAA, but they have been throwing this complaint at smaller games as well). Not every case is one to one, but for the more challenging games: Normal mode is not "too easy", you're just at a higher skill level (not trying to feed egos here) and have been playing hard games for years where you want to challenge. There's a good reason most people pick normal mode. They want a fair balance in difficulty, while at the same time having a challenge without being too overbearing.

Pat and Woolie call out a dumb hot take from 2023.



Old Design Doesn't Mean Bad Design
Yahtzee, you're not weird for missing loading screens, but I really don't need to see them again. The less loading, the better. BTW, Oneechanbara: Bikini Samurai Squad, has a loading screen mini game, and it came out in 2006 (released in US, UK and Europe in 2009). So they squeaked by Namco unnoticed. DMC 3 has a a cool mini game where you can slice up the "now loading" font in the left bottom corner of the TV. This feature is lost in the HD ports unfortunately.

 
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I've always been a "play the way you want to play" type of person and move on. As long as said person(s) or people are having fun, and not going out of their way to hurt anybody, then I see no issue with others playing modes on easy, normal, hard, fuck you hard difficulty, etc. or whatever. Everyone is different.
I remember the meme about Elden Ring where playing with magic meant "you didn't finish the game if you used that build/strategy"...

To add to this, certain YouTube reviewers are either complaining or stating that most Normal difficulty modes are too easy for certain games (usually AAA, but they have been throwing this complaint at smaller games as well). Not every case is one to one, but for the more challenging games: Normal mode is not "too easy", you're just at a higher skill level (not trying to feed egos here) and have been playing hard games for years where you want to challenge. There's a good reason most people pick normal mode. They want a fair balance in difficulty, while at the same time having a challenge without being too overbearing.
While some may argue that a "Normal mode" from 25+ years ago is the same as "Hard mode" from today it depends of the game.

I also dislike how some people are hiding behind the "developer's intention" (which is a form of argument from authority) when it's something you've spent money on it. They could even do frisbee with the game disc if they wanted to do so (it's an extreme example but you get what I mean).

Cheating online is where I draw the line because it ruins the fun to others but in a purely single player game it's only up to the person playing it.

Finally we can also accept that a dev may have badly balanced the game or could've improved it in some aspects, the dev isn't some sort of saint figure that is immune to any kind of criticism and that their words are final.

Old Design Doesn't Mean Bad Design
Agreed but it's clear that a Game Over bringing the player back to Square One was mostly done to prevent them from finishing it in one afternoon.

It also lead to dev working the best on the firsts levels while neglecting the quality of the middle stages (with a final boss that is either too easy or near impossible to beat just so the player would have to redo another playthrough to get a chance at it without affording to train). Passwords are a blessing in more than one way.
 
remember the meme about Elden Ring where playing with magic meant "you didn't finish the game if you used that build/strategy"...
That's with almost any Souls game really. You have had fans who've been doing that since Dark Souls 1.

also dislike how some people are hiding behind the "developer's intention" (which is a form of argument from authority)
Or they hide behind "working as intended". That's usually the actual developers themselves that say that one though. Yet certain gamers like the ones you mentioned actually get mad when a dev does it.


Cheating online is where I draw the line because it ruins the fun to others but in a purely single player game it's only up to the person playing it
Agreed.

Agreed but it's clear that a Game Over bringing the player back to Square One was mostly done to prevent them from finishing it in one afternoon.
I am not defending every aspect of old design but the one does that work or still work today will never be bad in my opinion.
 
That's with almost any Souls game really. You have had fans who've been doing that since Dark Souls 1.
Even summoning another player to help you is weirdly frowned upon despite it being literally a game mechanic meant to be used by players.

You are also subjecting yourself to being invaded so it's not without risks.

Or they hide behind "working as intended". That's usually the actual developers themselves that say that one though. Yet certain gamers like the ones you mentioned actually get mad when a dev does it.
Even if the thing in question is a glitch that was actually not intentional from the devs. Sure you can exploit the glitch but let's not act as if it was part of the game from the start.

I think some people get mad when a dev updates the game to make something even slightly easier (like having more frames to do a technique) or when they remove a glitch that speedrunners used.

Speaking of which I assumed that speedrunners could revert to an older build, make a new category or just adapt to the newer version and have a new route instead of complaining that a dev is fixing their game...

I am not defending every aspect of old design but the one does that work or still work today will never be bad in my opinion.
Oh of course. I like that Shovel Knight and other retro indie game devs aren't feeling pressured to make every aspects of their game retro. Being era accurate is nice but a game can still take liberties and have some more modern aspects without affecting the gameplay too much.


Demon's Souls and Dark Souls 2 cutting a part of the lifebar upon dying is quite punishing (almost too punishing when the game is about trial and error), good thing there are ways to replenish the lifebar but I still prefer Dark Souls 1&3, Bloodborne and Elden Ring's way of doing it. Losing souls is a good punishment (although it may affect the player less in the late game).
 
My hot take was low polygon graphics are better than a photorealism

(Not gonna lie the modern graphics are kind of strain on my eyes.)
 
Im sick and tired of PSX graphics on Indie games. When are we getting 6th gen or Unreal engine 2 graphics??
That already happened. There are more than a few games that look like they came out on PS2 or GC.



I actually prefer the remake designs of the SH2R cast.

Penny's Big Breakaway I find a much better game than Sonic Mania. Though the boss battles I find somewhat lacking. It is a great throwback to the Sega Saturn and Dreamcast days. For those who are interested.

 
Toast gets buttered from the center outwards
 
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Now in all fairness, he has a point.👆
 
Penny's Big Breakaway I find a much better game than Sonic Mania.
I liked PBB but I don't see how you could compare a 3D to a 2D game.

Also I wish Penny's momentum was easier to carry because I feel like you're easily losing speed in straight lines. Spamming techs just to keep the momentum isn't the best game design. Perhaps they should've implemented the drop dash in that game.
 

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