The Beginner Bias in Game Critique
27:41
Resident Evil 5 OWNS Remake 4!
42:43
Пікірлер
@s.sradon9782
@s.sradon9782 22 минут бұрын
a berserk game with god hand mechanics would be devious!
@Dewprism427
@Dewprism427 44 минут бұрын
Totally agree with this take. There is one thing i'd like to bring up though. Preserving different forms of media in physical form prevents that media from being possibly altered in the future. As time goes on, many things can be "improved" or replaced by the "better version" and then the original is scrapped. This can even happen with translations for books. And over time, as we go further and further into the future, many people might not even know or recognize what the original form of that particular media even was when it was first created. So digital preservation of media comes with it's own faults as well, depending on how you catalog it. Good video though, I love your takes. I also believe video games themselves can be preserved in digital form, just make sure if you do so, you keep track of all the various versions of media.
@Dewprism427
@Dewprism427 Сағат бұрын
Love this list. Just wish Dragon Blaze got a mention.
@MrPottsTeaching
@MrPottsTeaching 2 сағат бұрын
If you want SF2 DAMAGE. Use EX moves lol hahah ;D Want to AIR Block like ALPHA just Parry in the Air lol hahah ;D
@monstermug
@monstermug 2 сағат бұрын
Your views and knowledge is great. Love the informative content of your videos? Keep it up! Btw if you need video footage of any real arcade pcbs within 1984 - 2000ish era hit me up man. Quite honoured a glimpse of my street fighter 3rd strike video used. Could have provided you a better quality video, though.
@thirteenthirtyseven4730
@thirteenthirtyseven4730 3 сағат бұрын
Funnily, EVO moment 38 happened a few hours after this.
@LetDukeCook
@LetDukeCook 4 сағат бұрын
I want to practice my neutral game but don’t really know how or where, should I just be doing quick matches and learn from those matches?
@crack_the_sky
@crack_the_sky 4 сағат бұрын
40:58 That moment when Mark's critique goes so hard that he accidentally praises a mainstream JRPG and criticizes DMC3. Just kidding, love this. Great analysis as always!
@chaotixsolution5057
@chaotixsolution5057 5 сағат бұрын
Really cool video keep up the good work
@computerkid1416
@computerkid1416 6 сағат бұрын
No offense to you or anyone else who does this, but I personally don't understand wanting to play or watch HD content on a CRT. In my opinion, I like to keep things how they were originally intended. So GameCube era and below on CRTs and anything newer on LCD TVs, as was intended when designing those consoles.
@Kuroig53
@Kuroig53 6 сағат бұрын
Pretty good vid overall! I think some of the ways ya described modern tittles as more homogeneous was a bit too dismissive of how they are different at times. Strive in particular is a odd example, given how much it's critized by being the most different from older main tittles. (Myself included to a extend, I dislike stuff like the new air dashes and how a lot of character kits were adapted/changed) But still a interesting view of capcom's design phylosophy during that arcade time, and how it pushed them to make their games as distinct from the other as they can be. Another small criticism is the way ya described Urien. Like ya said it will be wack if a character with the unblockables he has would be top tier, and is good he kinda sucks... When he is usually considered high tier and pretty good in my experience, hell the lists ya shared in the vid marks him as such lol. Personally I would be fine with him being top tier, because of similar reasons of how ya described the 3 main top tiers, would be a interesting challange to learn to fight, and the meta of the game would adapt around him over time. But I get Yun, Chun and Ken fit the fundamentals of the game better Also ya mention there being no special moves that can prevent the parry. Generally true, but there are sorta some exeptions. The first hit of akuma's kkz super cannot be parried at all. Tbf ya can parry the rest after blocking the first hit, so relatively minor, but yeah I very much like the way ya described third strike neutral as freeform jazz, as opposed to the super intellectual thing many describe it as. I think third strike is way more easy to pick up, than many say as a result. Is really straightforward, and ultimately, even the shittiest lower tier can shine, because of stuff like the parry system, and its limitations ya described, allowing skill to be the main thing to shine above all So great stuff, always love sreing third strike content :]
@4g63t8
@4g63t8 7 сағат бұрын
It takes huge balls to scrap a winning formula in search of evolution.
@4g63t8
@4g63t8 7 сағат бұрын
Stockpiled CPS3 a long time ago. Used to be a $200 game lol.
@researchbashio
@researchbashio 7 сағат бұрын
I feel like hyper sexy female character are all very homogeneous. It's like where's the black women it all just Asians or white characters I find it so boring.
@PogueSquadron
@PogueSquadron 8 сағат бұрын
All I know is if I wasn’t stubborn enough to play this on Legend, I probably would’ve beaten it like two years ago. Absolutely brutal.
@KLiNoTweet
@KLiNoTweet 8 сағат бұрын
Its sad they are no longer making arcade games. This 3rd person space game was not that good. Resogun was the best!
@GamePlayMetal
@GamePlayMetal 8 сағат бұрын
Justin Wong will never be able to escape it
@bazzjedimaster
@bazzjedimaster 8 сағат бұрын
What about Bayonetta and other platinum games made by the people who made dmc1?
@saaah707
@saaah707 9 сағат бұрын
Throw range is short compared to previous entries if you don't have a good Kara cancel.
@billyj.causeyvideoguy7361
@billyj.causeyvideoguy7361 11 сағат бұрын
Dmc did downtime though, but it was with menus. Each major fight ended by going back to the mission menu after a rating. All 6 games do it that way. Ninja gaiden had it too but in the segments where you backtracked to find save or upgrade points.
@Dirty_Noob_X
@Dirty_Noob_X 12 сағат бұрын
I'm tired of ppl saying "DOA is a titty game."
@bjornolfactory9363
@bjornolfactory9363 12 сағат бұрын
I tried playing this game and damn. It was just too hard honestly. Fun, but too hard.
@zeroderorero3948
@zeroderorero3948 13 сағат бұрын
Being a DMC fan nowdays is the worst Every time you hear about a "new action game" you expect it to be a game like DMC, Bayonetta, old GoW etc... and it's just... Soulslike number 3850
@adamlindh9012
@adamlindh9012 16 сағат бұрын
The technical term for this phenomenon is "the progressive fallacy". It is the idea that a product released subsequently to another one automatically entails the superiority of the former over the latter. C.S. Lewis referred to this fallacy as "chronological snobbery". One other note: the inability to move and shoot simultaneously is not an arbitrary restriction, as you aptly pointed out. It is a rule. Once upon a time, rules were a sine quo non of game design. (Imagine chess without its multitude of rules). It seems that the notion of player freedom has eclipsed the importance of rules, and the result is more akin to a "toy" than a "game". We do not play the game; rather, we play WITH the game.
@micshazam842
@micshazam842 15 сағат бұрын
It feels like I've seen people complain about varying games not allowing jumping or crouching countless times, seemingly never asking themselves why they think the game needs jumping or crouching. It's almost like the omission was on purpose. Imagine that.
@BlackHatProduction61
@BlackHatProduction61 16 сағат бұрын
Would you recommend this game if I just wanna see more of the cutie in the glasses?
@kirkcavenaugh758
@kirkcavenaugh758 16 сағат бұрын
Looks real good
@ThatArtistGryph
@ThatArtistGryph 20 сағат бұрын
Do you do any caoching?
@healingchurchpotluck5352
@healingchurchpotluck5352 22 сағат бұрын
No
@Deeaannoo
@Deeaannoo 23 сағат бұрын
too bad MK couldn't have the foresight to follow this system.
@T-ro3lx
@T-ro3lx Күн бұрын
the camera is not fixed by accident, because the games that came after it maintain most of the mechanics and use the same camera. There´s a series of macross games made by artdink that expand on the gameplay department, all the mechanics like the transformations are present in these games and even in some of those games they removed the cooldown from weapons. The stages are also a lot better.
@T-ro3lx
@T-ro3lx 23 сағат бұрын
the one i had for the playstation 2 ''The Super Dimension Fortress Macross'' even had some movement options like rolls, like a rail shooter. And really interesnting fact about The Super Dimension Fortress Macross is that it was made by sega am2, the guys behind outrun and virtua fighter
@bossmedia4028
@bossmedia4028 Күн бұрын
Technically this is true but by the time they came out with the third installment the arcade scene was done. Maybe if they didn’t lag so long by bringing out so many updates of sf2 more people would have gotten into it. When I finally came across a cabinet of sf3 sitting alone in an empty gameroom in a department store I was so excited and surprised but when I actually played it i was really underwhelmed. Couldn’t do my basic combos with ryu and the parry system was a foreign and complicated concept. I remember people anticipating this game so much but eventually it seemed like it would never come out. When it finally did, nobody cared anymore.
@elliottvantonder5477
@elliottvantonder5477 Күн бұрын
Take your fingers off the sticks to fast fall. It takes a fraction of a second for the engine to cut out and the max fallspeed isn't great, but I guess it had to be balanced so as to not trivialise the Nepenthes encounter. It is fast enough to dodge incoming missiles though.
@makito106
@makito106 Күн бұрын
New sub from the gamer zone here 😎
@OldChapGamer
@OldChapGamer Күн бұрын
I remember playing this on Ps2. That was before i moved on to my minecraft mac-ventures 👷‍♂️
@HollowRick
@HollowRick Күн бұрын
Id be curious to hear your thoughts on the sega genesis version of the adventures of batman and robin unlike the snes version its a run and gun and a damn fun one
@SirKibble88
@SirKibble88 Күн бұрын
If you really wanna piss off street fighter elitists, tell em that the EX series is actually fun. Oh, and that Arika has a better soundteam LOL
@joelevy3042
@joelevy3042 Күн бұрын
This is an EXCEPTIONAL explanation. 🫱🏿‍🫲🏼
@zimzam9166
@zimzam9166 Күн бұрын
Shameful weeb
@HollowRick
@HollowRick Күн бұрын
I'm 3 years late but if you're still getting into the Castlevania games I'd highly recommend bloodlines on the Sega genesis :D a lot of people will say that Super Castlevania 4 is better on the SNES but i feel bloodlines is the better balanced game I love to hear your thoughts on it :D
@thegoose8663
@thegoose8663 Күн бұрын
I will forever be hungry for Devil May Cry games. I adore DMC5 but it has so many problems which are obviously not going to be addressed by the devs when/if they'll make DMC6. And nobody else ever dares to even try to recapture it's magic. Sad.
@zimzam9166
@zimzam9166 Күн бұрын
Shameful weebs pretend to come up with excuses for their existences. Pitiful
@Rottingwood
@Rottingwood Күн бұрын
Eh this sounds like personal preference more than anything, which is fine, but I figured I'd weigh in I feel like the removal of the timer in Mario Wonder was acceptable because the game was clearly going for a more collectathon type approach, (plus the timer was never really an issue except for certain special levels that put an emphasis on it and those were very few and far between) even more than the previous games which had star coins and all that shit, which I personally enjoy, I like looking through levels and nabbing shit and having a good time. plus Wonder was more focused on it's enviroments and such and obviously wanted you to take your time looking through them. I do understand the removal of a timer and shift to a more collectathon approach doesn't appeal to people who are more into Schmups and arcade style games like you and your audience, but I feel like that's moreso a taste issue than anything. and they do give you badges that focus more on speeding through a stage rather than taking it slow. As difficulty is highly subjective and usually a case by case basis, I think it's perfectly fine for games to be easy, however I also agree that games shouldn't be ridiculed simply for being hard. Both can be artistic choices and both are fine to play, if one does not like the other, then they can simply choose to not interact. But of course I am aware your argument goes beyond taste, as the argument being made is that by removing difficulty ultimately handicaps certain games, I both agree and disagree, and I believe it highly depends on what the developers of said game set out to do, which means it's a very case by case basis type of thing. The devs of Shovel knight wanted to make a game that called back to older style of games while also doing their own thing at the same time, each level of Shovel Knight is pretty well designed from what I remember, and while not particularly hard, just a fun time overall, which is what the devs set out to do. I don't think making shovel knight Super hard or adding much more difficulty to shovel knight would enhance the experience, I think it's perfectly fine and good as it is now. and It has challenges for the ones who want to go a bit further, like no-hitting certain levels and such, and new game plus mode for spectral knight merging your health and your mana together, which was honestly pretty cool and challenging, as it meant you couldn't rely on special weapons anymore. However likewise, removing difficulty from games that are built around the difficulty the mechanics bring to the table would also not enhance the game, imagine if you could just shoot someone in broad daylight in a Hitman game and they would just stand there without running off to tell anyone, imagine if NPCs were just blind and didn't react to sound or sight, imagine if Ninja Gaiden was more like dark souls where every enemy takes 10 fucking years to swing at you in a game that's obviously designed about fast paced combat. Imagine if Dark souls was more like Ninja Gaiden where every enemy is constantly swinging at you with little time to recover....What do you mean this is just Elden ring shut up. Basically, I don't think either side should be ridiculed or argue with eachother over what they want, I think they should just play what they wanna play, without engaging in toxic positivity of course, accept that not everyone is gonna like what you do and that your kinds of games have things that aren't appealing to others, just don't be a turbosperg about it basically. Are there certain games that might have benefited from the game being harder? sure I can see that, But I can't think of any game that was really affected that much by it at all, although perhaps I'm not the right person to say that. I don't necesarilly care much if the hardest difficulty of a game is unlocked right at the start or not as I usually don't play the hardest difficulty as frankly, I'm not very good at games lmao. But I think a perfect soft spot for this would be having a code or just an option that allows you to unlock this shit right from the start, if you don't want to, then you can just play through the game and unlock it once you're done, if you do, well the switch is right there. (selling this kind of stuff like capcom does is scummy though) Let's take Kirby for example, it's commonly regarded to be a very easy series, with some challenging content lying in the post game sections if you're curious, Kirby is in no way deep or complex, but it simply does what it sets out to do extremely well, and that's why so many people like it. It's a fun time with fun abilities and fun bosses. And that's all it sets out to do. You can argue that there's not any longevity, but I still find certain Kirby games pretty fun to replay, like return to dreamland and Amazing mirror. And even then, some games are just made to be beaten once every once in a while, and that's okay. This is also a point of defense for pikmin 2. I feel, while Pikmin 1 was more focused on the timer and collecting parts, as the game was practically built about it, Pikmin 2 clearly had a more exploration and scavenge direction, with more focus going into the caves, which if I recall correctly usually didn't leave you with enough time to do much else once you did it, while the difficulty in Pikmin 1 came from having to constantly be on the move and grabbing parts in the time needed, the difficulty in Pikmin 2 was more endurance focused, testing you to see how you would hold up in what essentially are gauntlets, with almost no way to gain back pikmin lost with the exception of Bulbmin. Replayability wise Pikmin 1 is far better if you're going for that time trial approach of getting the best time, but Pikmin 2 is better for those who wanna explore and test themselves in terms of endurance and rememberance. Of course there's the argument that a series should not just suddenly change direction so suddenly, like if Dead rising went from focusing on the timer to focusing on Yakuza style combat for example, but with Pikmin 2 I feel it retains enough of what made the first game good to the point where it can stand on it's own. That being the level design, the enemies, and of course the pikmin themselves. As for legacy skill, it's kind of a weird area for me, as I don't necesarilly stick to one genre, from FNaF to Elden ring I just go wherever I go and I always feel like a newbie when entering any new game (I'm probably just autistic and dumb) whereas you seem to focus primarily on action, fighting, and Schmups, which is completely fine, I'm just not sure I can weigh in in any meaningful way. I think it's perfectly fine for games not to account for legacy skill aslong as they're still fun and well designed (Shovel Knight, Castle Crashers, ETC) but I do also understand the frustrations of someone who's looking for a challenge only to be met with something they consider easy, and thus shallow. 1/2
@Rottingwood
@Rottingwood Күн бұрын
Also I think this community is far too into the whole arcade-style of video games, this is fine on it's own, to each their own of course, but I've seen people lambasting certain games due to "filler". A few I've noticed are a disdain for unlocks and a disdain for filler, I can agree on filler (kinda, more on that later) but personally I like unlock systems in video games, I like making my way through a world or game, unlocking things and slowly becoming stronger, It feels nice. There is the question of "Should this stuff even be locked behind skill trees or upgrade systems in the first place, would it be better to just give the player all of these tools at the start" I feel like in some games yes, but in some games absolutely not, The hitman games reward you for going back and trying different execution methods and special challenges with not only more ways to start off one particular map, but also more tools in general like Lethal syringes and explosives, giving that all to the player instantly I feel would make going back and doing the challenges much less rewarding. For another example, unlocking everything at the start of the binding of Isaac would make the game alot less enjoyable for me, Isaac is ABOUT repeat runs and unlocking new stuff with every won run, not only that, but gradually unlocking more and more of the game as you play is fine in a game like Isaac where even at the base level, there's tons upon tons of content, and the game doesn't get old in any of those runs because of that AND the fact that there's literally thousands upon thousands of rooms, meaning that each run is going to be different and is going to have a different reward at the end of it. Imagine if you just unlocked Forgotten or Keeper or Lost right out the gate, it would just remove the special feeling from these characters, as they themselves are rewards for performing certain tasks, and their unique qualities reflect that. It's much more satisfying to finally unlock the forgotten after going through the endurance test that is unlocking him, especially considering how fun of a character he is. it really feels like you accomplished something. Basically, given that no run is the same and Isaac has tons upon tons of content even to start with, I don't think there's anything wrong with Isaacs unlock system because the game at it's very base is still tons of fun and repeat runs are quite enjoyable due to the sheer variety the game has to offer, and seeing those unlocks flash up at the end of a run, especially considering alot of the unlocks are very unique and fun to use, just gives you that feeling of "I did it." there's a reason why so many people have got 3 whole 100% save files of this game, it's because it's simply that enjoyable to play even on repeat runs when you go back to zero, and just giving you everything at the start would remove alot of what makes Isaac so special. I feel this also applies to others in the genre like Deadcells and Gungeon. Deadcells rewards your skill by giving you more cells and goodies depending on time or amount of enemies killed without taking a hit, which help you unlock more things, plus the fact that the game is constantly getting harder with each time you beat it, it forces you to get familiar with the mechanics and is quite punishing especially later on, plus the fact that they sell you a tool that can extract blueprints from enemies, it doesn't feel grindy, it feels like you're getting better with each run. Another example, Crosscode. having access to all 4 elements in Crosscode right off the bat would not be a good idea, as the game's story and pacing is centered around these elements for a good chunk of the game, and the game gives you plenty of stuff to play around with while unlocking these things so the combat never feels redundant. Another example, Shovel Knight, buying weapons is a big incentive to grab the money which the game so generously scatters throughout the levels, the game often balances risk/reward by putting more valuable gems in harder areas. Plus the fact that in the base campaign alot of the items are unlocked within the levels themselves, which also incentivises you to grab as much gold as possible just in case you find the chest dude within the level. With Ori and the blind forest you could argue some of the kit should be given at the start, but given it's a metroidvania, unlocking skills later so you can find extra content in previous areas is the name of the game. With Hyperlight drifter, yeah honestly I feel like they could have given you the charge attack and the dashstab right off the bat, but it's not a deal breaker for me especially considering how the upgrade system in Hyperlight rewards exploration. and I feel skill trees grant players with a sense of progression and empowerment, especially when they branch, like CrossCode. Speaking of metroidvania's. Here's the filler thing. Alot of people here see the backtracking or simply exploring in games like HyperLight drifter or Hollow Knight or any metroidvania to be "filler". I disagree, I like taking in the world around me, finding secrets and special dialogue or goodies. I don't see it as filler at all. going back to previous area's with new abilities not only to show how far you've come but also to access new secrets and area's is a part of the game, and I like it. Truth be told I think this community in general is a bit too overstimulated, no offense. Don't get me wrong filler and padding is an actual issue that many games suffer from, like GoW Ragnarok with it's insane amount of stuff not happening and all of the cutscenes, (By the way cutscenes should always be skippable regardless and I totally agree that it's bullshit some games don't let you on a first playthrough) or Omori with some parts of headspace, (even if that is kind of the point of headspace). Point is, Exploring new worlds and backtracking through previous ground can be fun and interesting, of course if back tracking is done constantly then yeah it's an issue, and if the world you are exploring is uninteresting or lacking in cool content then yeah I get it, but otherwise I don't think it's as big of an issue as some people say it is. (CrossCode does this extremely well because every part of the world is like one big puzzle) I just feel like certain people are far too snobby with that kind of stuff, and treat any game with exploration or unlocks/skill trees as below them simply because they like a different type of game, maybe I'm wrong but that's just my assertion. Not saying you can't critique these games, critique is very important, but alot of the stuff said feels less like critique and more like "This game isn't for me thus it is bad" or "Any game that doesn't have things I like in it is slop", I think it's alot more taste-focused than some people would like to make it out to be. Like Boghog is without a doubt a talented and game design savvy individual but I feel like he frames his tastes in games as what games SHOULD be instead of simply his tastes and it comes across as really snobby sometimes, no Bog, unlocks and exploration are not going to kill games, neither is Vampire Survivors, it's a taste thing, it's not that deep. and a game doesn't always have to be skill based, it just has to be fun. and Vampire survivors is very fun. If Hyperlight drifters exploration was bad, then the maps would be very bloated and the rewards you get from exploring would be few and far between, making you have to walk around identical forest and temples just for one upgrade chip. instead, every screen and every area in Hyperlight feels distinct enough and usually has atleast 1 reward in it even if it's not clear to you instantly. and every set piece of Hyperlight is oozing with detail and props. I mean I like turn based RPGs and story focused stuff like CrossCode and Undertale so I probably shouldn't be throwing my hat into the ring when it comes to a dude who likes fast paced stuff like Schmups and true action games like Ninja Gaiden, but I figured I would anyways as this was kinda fun to write. I don't think hard games should be stigmatized and I don't think games that don't appeal to beginers or appeal to more hardcore gamers should be stigmatized either, they have a right to exist just as games that tone it down for more casual or beginner players have a right to exist, and all of those types of games are fine, aslong as they are designed well and are fun. From Nioh to Kirby, it doesn't matter to me aslong as it's fun. As I'm sure you've noticed I'm into a very different kind of game than the ones discussed here, as I'm more focused on indies, so perhaps my opinion here doesn't matter too much, but this was still interesting to write. TL:DR, To me it all depends on what a game is going for and if the game is designed well around that. If an easy game is designed well and fun then it's fun and well designed. If a hard game is well designed and fun then it's well designed and fun. Basically, just don't suck at your job please. Thinking about it, you would probably like Super Meat Boy.