Pieces of Gaming Media That Gives You Odd Amusements, Thoughts, or Bothers/Annoys You.

BrawlMan

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Exactly what is says on the title. Any piece of media where certain characters, things, rules, or they certain works acts odd or functions while engaging them.

As big as I am a Street Fighter fan, it's really odd that out of the entire roster, only two of the characters have legit street fighting as their fighting style. You don't even fight on the streets in most of these games. Though I will give credit to Street Fighter Alpha 2, Street Fighter 3 (mainly 2nd Impact and 3rd Strike), and Street Fighter 6 especially on focusing on the more urban and street aesthetics/style.
 
This is a really odd one I know, but as someone who practiced Kendo and other fencing for years, it always amuses me how a lot of media (like Fromsoft's Souls games comes immediately to mind) treat uchigatana as really long swords when in reality they're usually on the short side for a two-handed sword. Most video game uchigatana would actually be considered O-Katana.

Conversely, rapier's are often shown to be stubby short swords in games, when they actually have very long blades in real life, generally much more so then a longsword or uchigatana. Most video game rapier's would actually be considered small swords/court swords.

Also, I find it funny how Fire Emblem treats rapier's as Anti-armor weapons, when in reality rapier's were made for unarmored dueling and would be useless against any kind of platemail. I'm aware all these things are done for game balance/variety and it doesn't bother me, it's just sword nerd semantics stuff that stick out to me.
 
In Smash Bros it's always bothered me how Cloud's buster sword has the weight of a piece of styrofoam or cardboard box rather than the sizable hunk of metal that it is.

They did a much better job of distributing the weight more realistically in Ehrgeiz, which let you use the sword and not feel like Sora in Peter Pan's world just flying through the air while the sword moves on it's own at mach speeds to the owner's will. It's stupid and bullshit and I hate it.

Why can't he just consistently have realistic sword combos? I never had a problem like this with Link in Soul Cal 2 or literally any other character, ever.
 
As big as I am a Street Fighter fan, it's really odd that out of the entire roster, only two of the characters have legit street fighting as their fighting style. You don't even fight on the streets in most of these games. Though I will give credit to Street Fighter Alpha 2, Street Fighter 3 (mainly 2nd Impact and 3rd Strike), and Street Fighter 6 especially on focusing on the more urban and street aesthetics/style.
I think it's mostly because of its artifact title. The first Street Fighter felt like actual street fights.

I like the street aesthetic but I think that variety is what makes a fighting game.

In Smash Bros it's always bothered me how Cloud's buster sword has the weight of a piece of styrofoam or cardboard box rather than the sizable hunk of metal that it is.

They did a much better job of distributing the weight more realistically in Ehrgeiz, which let you use the sword and not feel like Sora in Peter Pan's world just flying through the air while the sword moves on it's own at mach speeds to the owner's will. It's stupid and bullshit and I hate it.
It's because Smash Bros as a whole is a floatier fighting game to allow more platforming than a pure fighting one like Ehrgeiz or Soul Edge/Blade/Calibur.

If a character feels heavy they would be handicapped like heavies in Smash in general.

Why can't he just consistently have realistic sword combos? I never had a problem like this with Link in Soul Cal 2 or literally any other character, ever.
Gameplay over realism will always be a thing for fighting games I think. This is why "gun-fu" and gun characters won't be realistic ever in a ftg.
 
Back when we had physical games, I love seeing Great Game Manuals full of Color and Art and I always get bummed out when the game ends up with a boring manual that gets me thinking that the company/publisher cheaped-out on it. Same goes for the Limited Editions that I see. Even more when the game is good and from a big one. I still love looking at manuals and stuff through unboxing vids. ::winkfelix
 
The first Street Fighter felt like actual street fights.
With the rough way that game plays, not by much to me at least.

I like the street aesthetic but I think that variety is what makes a fighting game.
Don't get me wrong, and I am all for variety of the stages, but it something that always bothered me. Granted, at least with SFII: The World Warriors, there is a bigger around the world/globe trotting theme in comparison to the first game, so that makes sense.
 
I never understood why Mega Man X2's final stage just copied and pasted Magna Centipede's stage with the music from the opening stage. Did they run out of development time or something?
 
I never understood why Mega Man X2's final stage just copied and pasted Magna Centipede's stage with the music from the opening stage. Did they run out of development time or something?
The music is considered a throwback - common in gaming. As for the stage, having it place in the Central Computer when the boss fight is a floating wireframe virus head also makes sense thematically.
 

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