Raise the flame shield: Your "controversial" gaming opinion.

The only thing Portal had on Portal 2 was the rare situation where you had to place a portal while moving reasonably fast.

I think this happened maybe once or twice in Portal and never in Portal 2. It's not a big loss.
 
Portal 1 was an overrated tech demo.
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Skyrim really doesn't deserve GOTY 2011, and I'm a huge Elder Scrolls fan. I'm not going to sit here and say that Oblivion is better, because it's definitely not, but at the time of its release Oblivion was a pretty huge leap fowards from Morrowind in many technical ways that I can understand it getting a lot of praise at the time.

But Skyrim is just not that good. Technical issues aside: the writing is weak, your companion is little more than a meat shield and item mule, the quest lines are surprisingly linear for an open world game, and the choices you make have little weight to them. Good game, but not even close to GOTY. Sorry.
 
portal 1 is great, but valve have admitted the only reason it's so short and moves you along so fast and barely explores its gameplay ideas is because they had no idea how people would react to the concept, with is also why they packed it in with TF2 and Episode 2. the implication being if they knew it would be a super popular game they would have made it longer and given the player a lot more concepts and maybe a more involved story (like portal 2)
 
Portal 1 took the "hand holding while slowly introducing new concepts" part of a puzzle game, the part that ramps up the player's skill set to participate in complex, satisfying puzzles, and made that the only part of the game.

Thank god that there was a mapping community that picked up the baton and ran with it, and thank god that Valve made Portal into a full fledged game with Portal 2. But Portal 1's single player was, as a puzzle game, disappointing.
 
Has anybody lashed out against Treasure yet?

They're the best jack-of-all-trades master-of-none developer around. They have made a couple great games, but they have made far more that are either mediocre or simply decent. People that don't know a lot about 2D action games love to shout about how they're the best 2D action game developer. Go into a thread about an old 2D franchise being rebooted and, regardless of what the franchise is, you'll probably see a Treasure suggestion in there. Hell, it's even gotten to the point where they're given credit for games developed by entirely different development teams.

I've been saying this stuff since about 2006, but it hasn't changed at all.

This. Treasure is so overated.
 
portal is not a "puzzle game".
The Portal series are puzzle games. By Valve's own words:
Players must solve physical puzzles and challenges by opening portals to maneuvering objects, and themselves, through space.
By Wikipedia's definition:
Portal is a single-player first-person puzzle-platform sci-fi video game developed by Valve Corporation.
And it won or was honored for Best Puzzle Game by IGN, Gamespy, and Gamespot.
 
As a massive fan of the SSX franchise, Blur is the best of the bunch. The control scheme creates one of the most unforgiving but intensely satisfying learning curves in all of gaming. Carving via nunchuck tilt makes even the slalom events extremely fun, and the platinum medals represent insane levels of challenge. The art style aint bad either.
 
Skyrim really doesn't deserve GOTY 2011, and I'm a huge Elder Scrolls fan. I'm not going to sit here and say that Oblivion is better, because it's definitely not, but at the time of its release Oblivion was a pretty huge leap fowards from Morrowind in many technical ways that I can understand it getting a lot of praise at the time.

But Skyrim is just not that good. Technical issues aside: the writing is weak, your companion is little more than a meat shield and item mule, the quest lines are surprisingly linear for an open world game, and the choices you make have little weight to them. Good game, but not even close to GOTY. Sorry.

I think the technical issues alone should prohibit Skyrim from consideration for all awards.

Game fans really do equate quality with game length. And it's one of the more stupid notions we've held on to.
 
it's a first-person game that rewards you for shooting your gun at the right time
Except that's a vague description for the game. And if you were to say that as a way to describe the game to someone who never seen it before, they would think you were being obtuse.
 
Except that's a vague description for the game. And if you were to say that as a way to describe the game to someone who never seen it before, they would think you were being obtuse.
YOU DON'T SAY

EDIT: this is killing me.

THEY.. Who have never played the game.. Would think I was being obtuse!
 
can someone tell me what a "puzzle" game entails?

A game in which central mechanics consist of a situation and goal is presented to you, but the exact means of attaining that goal are obscured, and the player must solve the conundrum by logic, experimentation, and observation. Usually consists of multiple steps.
 
Portal's definitely a puzzle game. Its biggest problem is that its puzzles aren't that great so it's not actually a very good puzzle game. It relies a lot on presentation and the fact that the portal mechanic is fun to use.
 
A game in which central mechanics consist of a situation and goal is presented to you, but the exact means of attaining that goal are obscured, and the player must solve the conundrum by logic, experimentation, and observation. Usually consists of multiple steps.
this is almost every game
 
this is almost every game

While typing that I thought of that, but then realized it's not really true.

In COD or many other FPSs, you know exactly what to do: shoot the mans until they don't move no mo'. In an action game (either a fast paced action game or something slower like Zelda), it's similar: kill the bad guys. Platformers: jump on the things and get to the goal. Racing games: go faster than other vroom-vrooms.

When something in a game deviates from that and introduces a logic problem (like in Zelda or Half-Life, for example), we call that situation a "puzzle." If a game consists primarily (or exclusively) of these things, then it makes perfect sense to call it a "puzzle game."

A crude explanation but it's logically sound, I think.
 
Deus Ex, while being very advanced for its time, is now relatively overrated, especially with regards to its incredibly dumb story.

I like Resident Evil 4, but I slightly preferred RE5 in coop, and still have to read an intelligent argument about why RE4 is so largely superior - they are very similar games imo (switching button roles, 'foreshadowing' bosses, and the 'atmosphere from playing alone' do not count as intelligent arguments).

I am not a big fan of Zeldas after (and including) Ocarina of Time. I can't really explain why.

Killzone 1 was a lot more fun than Killzone 2. Resistance 2 was not bad at all.
 

- Button assignment is completely arbitrary and has no bearing on the quality of the game. Sure, it *is* a dumb decision, but it does not make the game intrinsically worse. Someone who would play RE5 before RE4 could be similarly irked at the fact that the buttons are 'reversed' in RE4.

- If foreshadowing bosses is what turns the game of the century into an unbelievable turd, I am not sure what constitutes a great game.

- I guess that generally, I think RE4 is a good game because it has great game mechanics. The atmosphere, while entertaining, made me laugh more than anything, and I have a hard time believing people should pay that much attention to those silly little 'sets'.

I'll give it one thing: it has better level design than RE5. But certainly not to the point of dropping the quality as GAF likes to pretend it did.
 
RE5 feels really bolted together, and stuff like lack of care surrounding bosses, level design, and atmosphere all work together to bring the entire experience down because it doesn't feel like the same level of craftsmanship was involved (probably due to Mikami's departure).

RE4 feels perfectly balanced, cohesive, filled with imagination and detail, balances tense atmosphere, silly action, and hilarious goofiness with ease, and it feels like that team considered every aspect both individually and as a whole.

No one's "pretending" anything.
 
That's not true. There are many games in what the player must do in order to progress is made completely explicit and in which the challenge is entirely in execution.

Dead Space, for example. Isaac, go to X and press the action button while standing next to Y and then we'll tell you about Z, but not until then.

And that doesn't even cover games like COD where there's a dot over the head of the guy you're supposed to follow. Nothing really to solve on the player's part.
 
Well, based on that GOTY thread this view of mine belongs here... Portal 2 wasn't very good at all. It rarely made me laugh, I especially hated Steve Merchant's role in it. All the puzzles were far too easy and while it had a better narrative flow than the first the actual gameplay had no flow what-so-ever, awkwardly broken up by elevators. It doesn't feel like a complete experience to me because to me a complete 50-60 dollar game package doesn't have to do with length it has to do with variety of things done, as in more things than just solving puzzles.
 
And while there are games with puzzles in them that aren't puzzle games, Portal's gameplay loop is

*You enter a room*
*You solve the puzzle required to leave the room*
*Repeat*

That's it, that's Portal in a nutshell.
 
RE5 feels really bolted together, and stuff like lack of care surrounding bosses, level design, and atmosphere all work together to bring the entire experience down because it doesn't feel like the same level of craftsmanship was involved (probably due to Mikami's departure).

RE4 feels perfectly balanced, cohesive, filled with imagination and detail, balances tense atmosphere, silly action, and hilarious goofiness with ease, and it feels like that team considered every aspect both individually and as a whole.

No one's "pretending" anything.

So basically RE5 'feels wrong' and RE4 'feels right'. Gotcha.
 
So basically RE5 'feels wrong' and RE4 'feels right'. Gotcha.

Well other than concrete arguments like inferior level, enemy, and encounter design, gimped single-player, poor atmosphere, terribad story that's meant to be totally serious and requires RE backstory knowledge, dumb inventory system made to compromise with the co-op focused design, and an awful last third, yeah, your inaccurate statement is totally correct.
 
Well other than concrete arguments like inferior level, enemy, and encounter design, gimped single-player, poor atmosphere, terribad story that's meant to be totally serious and requires RE backstory knowledge, dumb inventory system made to compromise with the co-op focused design, and an awful last third, yeah, your inaccurate statement is totally correct.

You didn't mention half of this in your post, so my statement about your initial post was still correct.

Both games have incredibly bad stories, I am not sure where RE5 is in any worse here.
The only RE I played are RE4 and RE5 (in that order). Both stories were dumb and didn't improve the experience in any way. Mildly inferior level design, i'll give you that. Enemy and encounter design essentially follow the same rulebook. Bar the regenerator, I can't recall any great 'enemy design' RE4 had that RE5 didn't have.

RE4 is also *slightly* more humorous.

Your comments about inferior SP and inventory don't apply to what I said, since I specifically compared the enjoyment to be had in RE5 coop vs RE4 single player. They are not exactly the same thing, but I am comparing the best RE5 has to offer to the best RE4 has to offer.THe inventory system worked perfectly in that regard.
 
You didn't mention half of this in your post, so my statement about your initial post was still correct.

Both games have incredibly bad stories, I am not sure where RE5 is in any worse here.
The only RE I played are RE4 and RE5 (in that order). Both stories were dumb and didn't improve the experience in any way. Mildly inferior level design, i'll give you that. Enemy and encounter design essentially follow the same rulebook. Bar the regenerator, I can't recall any great 'enemy design' RE4 had that RE5 didn't have.

RE4 is also *slightly* more humorous.

Your comments about inferior SP and inventory don't apply to what I said, since I specifically compared the enjoyment to be had in RE5 coop vs RE4 single player. They are not exactly the same thing, but I am comparing the best RE5 has to offer to the best RE4 has to offer.THe inventory system worked perfectly in that regard.

I wouldn't say perfectly.

Unless I'm crazy, isn't it impossible to swap items with your co-op partner in between levels? You know, when you'd want to buy new guns and get rid of something you don't need to make room in your inventory.
 
I wouldn't say perfectly.

Unless I'm crazy, isn't it impossible to swap items with your co-op partner in between levels? You know, when you'd want to buy new guns and get rid of something you don't need to make room in your inventory.

At least in single player, you can put any item into storage or another player's inventory by moving it with X (on 360).
 
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