Post your searing hot takes

There should have been more 3D platformers on the DS. SM64DS was a flawed game in a few ways but most of the control issues were caused by a large turning circle alongside how slow you needed to be for instant turn, a camera that misbehaved more often than not, and awkward air control; it was not the fault of the dpad.

Additionally, the best time for 3D platformers is now.
 
Campy Batman movies like Batman Forever and Batman & Robin were great and I think it's time to give campy Batman in live-action another theatrical shot instead of gritty Batman adaptation #3,457

I'm a huge fan of Batman: The Animated Series and The Dark Knight as much as anyone, but it's not the only way to interpret Batman, and I think pop culture is deeply insecure about goofy Batman. Batman: The Brave and The Bold and Adam West 60s Batman are great. The Lego Batman Movie proved that being campy and telling a good story aren't mutually exclusive. I wouldn't mind if they strayed a bit from the rogues gallery with some new faces either.
 
great as Frieren is, I really don't like how Himmel is depicted

I liked how he was originally a vain, yet decent person. I don't like how he's this perfect guy in flashbacks that constantly says something extremely inspirational in this, idk, almost ethereal tone. Eisen and Heiter are still depicted as a coward and a drunk in addition to them being decent guys, Himmel just being this perfect hero is very unfitting and it's kinda annoying at times to just have him go be a living pinterest post from 2016 with a selection of inspirational quotes

I know that it's most likely Frieren glorifying his memory after his death and realizing how much he meant to her, but man I just wish he'd still show his vanity and silliness at times to make him more human. And I really wish the VA for him wouldn't switch the delivery so strongly whenever Himmel says something important, it's really corny and unnatural
 
I don't like combos in fighting games.

Fighting games to me are the simple concept of me vs you. At their core, fighting games are supposed to be interactive. You are supposed to be light on your feat to not get hit, you are supposed to get in their head and predict what they are going to do. Every moment and action should be taken to combat the actions of the other. It is supposed to be a continuous conversation. And combos break that. Now, I do think that simple combos are often fundamental for game design to balance out a moveset and make sure that there's actually reward to moves beyond base damage. But I feel after the third hit or so, combos kinda just make the game worse. If a combo takes a second, that is a second you are not fighting. You are either beating up on a punching bag, or are the punching bag. And no, if your only option to give any input to the situation is to hold a direction to slightly move in that direction, you still aren't really interacting with the opponent. This is mildly inconsequential if the combo takes like a second, but the length of combos that games sometimes have is absurd. I should not have to wait 10 seconds for you to finish wailing on me before I get to actually play the game. While you putting me in the Steve Minecraft Infinite Torment Nexus makes for a really cool clip, I'm not interacting with you. I am not fighting you. I am getting the shit kicked out of me until I finally get a chance to move again only to then do the same to you and now you don't get to play the game. Combos are antithetical to fighting games.
 
I don't like combos in fighting games.

Fighting games to me are the simple concept of me vs you. At their core, fighting games are supposed to be interactive. You are supposed to be light on your feat to not get hit, you are supposed to get in their head and predict what they are going to do. Every moment and action should be taken to combat the actions of the other. It is supposed to be a continuous conversation. And combos break that. Now, I do think that simple combos are often fundamental for game design to balance out a moveset and make sure that there's actually reward to moves beyond base damage. But I feel after the third hit or so, combos kinda just make the game worse. If a combo takes a second, that is a second you are not fighting. You are either beating up on a punching bag, or are the punching bag. And no, if your only option to give any input to the situation is to hold a direction to slightly move in that direction, you still aren't really interacting with the opponent. This is mildly inconsequential if the combo takes like a second, but the length of combos that games sometimes have is absurd. I should not have to wait 10 seconds for you to finish wailing on me before I get to actually play the game. While you putting me in the Steve Minecraft Infinite Torment Nexus makes for a really cool clip, I'm not interacting with you. I am not fighting you. I am getting the shit kicked out of me until I finally get a chance to move again only to then do the same to you and now you don't get to play the game. Combos are antithetical to fighting games.
This is an easy take for me to have as someone who is mostly a spectator when it comes to fighting games, but I don't agree. I don't believe that the true "spirit" of the genre is every single interaction affording equal agency to both players. It's not true to life, for one — punches and kicks lead into one another all the time in combat sports. That's probably not a convincing argument when applied to such a cartoonish and unrealistic genre, but I still figure it's worth pointing out. More importantly, though, I think that what really makes fighting games tick is the fun and excitement that comes from a good balance between the neutral and punish games. The existence of the punish game does a lot for the genre:
  1. In cases where dealing out punishment requires technical skill, it provides players with an additional way to show off their abilities and produces impressive displays.
  2. It allows players who are a little worse at neutral to gain an edge by getting really good at punishing with the fewer opportunities they're given, which introduces variance in outcome and allows for more upsets while (usually) not feeling like bullshit.
  3. In situations where the player has the opportunity to keep defensively reacting in the middle of a combo (e.g. DI in Smash, combo breakers in many anime fighters), it adds an entirely new layer of mixup complexity that wouldn't be possible without it. Pretending that DI isn't a meaningful interaction doesn't make this not the case.
None of this is to say that combos are never problematic; they certainly can be. When combos are easy, boring, and way too punishing, it makes the game dramatically worse to watch and play, which is why every meaningful Melee tournament now bans wobbling. However, I think that throwing out the whole system is the wrong reaction.

It seems like you're approaching this from the perspective of someone who is mostly just really tired of getting blown up by Steve in Ultimate over and over, and I'm certainly sympathetic — just watching that character gives me kidney inflammation. However, I would encourage you to take a step back and consider the broader fighting game landscape. In a view that I find persuasive, the (initially accidental) introduction of combos in Street Fighter II was a major reason for the game's success and one of the things that helped make fighting games into a genre that people actually wanted to watch and play. Every single fighting game of relevance has them. There are fighting games that are pure neutral, and they're extremely niche. Why? Well, maybe absolute fairness can actually be kind of boring to people. Maybe everyone has a balance between fairness and unpredictability that they find most enjoyable and exciting, and most people aren't at the extreme ends of that gradient. Just something to consider.
 
I don't like combos in fighting games.

Fighting games to me are the simple concept of me vs you. At their core, fighting games are supposed to be interactive. You are supposed to be light on your feat to not get hit, you are supposed to get in their head and predict what they are going to do. Every moment and action should be taken to combat the actions of the other. It is supposed to be a continuous conversation. And combos break that. Now, I do think that simple combos are often fundamental for game design to balance out a moveset and make sure that there's actually reward to moves beyond base damage. But I feel after the third hit or so, combos kinda just make the game worse. If a combo takes a second, that is a second you are not fighting. You are either beating up on a punching bag, or are the punching bag. And no, if your only option to give any input to the situation is to hold a direction to slightly move in that direction, you still aren't really interacting with the opponent. This is mildly inconsequential if the combo takes like a second, but the length of combos that games sometimes have is absurd. I should not have to wait 10 seconds for you to finish wailing on me before I get to actually play the game. While you putting me in the Steve Minecraft Infinite Torment Nexus makes for a really cool clip, I'm not interacting with you. I am not fighting you. I am getting the shit kicked out of me until I finally get a chance to move again only to then do the same to you and now you don't get to play the game. Combos are antithetical to fighting games.
I maintain that I've had a better experience with ARMS than any other fighting game PvP, and it ditching a lot of combo play to focus on just the positioning and prediction aspects is a big reason why. It has a standardized set of on-hit effects to provide those non-damage rewards, along with several characters having self-buffs that are removed when taking a big hit (and thus making cancelling that buff a non-damage reward for their opponent).

I feel like another area in which combos are undesirable is moveset size. Moves that only have the use case of within a combo don't increase the decision space as much but still take up frankly overcrowded controller space. I just can't escape the feeling that input difficulty as a primary measurement of mastery works is best reserved for PvE. Movepools probably need to be sizeable to help with playstyle expression, but a combo-heavy engine also seems to limit the intuitive solution of customizable movesets by making them more abusable.
 
Meta humor (usually) rules and honestly gets a bad rap. Being acknowledged as a viewer actually increases my immersion and makes me feel like I'm just hanging out with the characters, it feels cozy to me.

Meta humor is like defusing a time bomb.
When done right, you the viewer save the world, like in EarthBound (1994).
When done wrong, the creators blow up the world by cutting too many immersion wires all at once, removing suspension of disbelief (see: Milo Murphy's Law, which was a self-indulgent travesty).

Meta humor is volatile, but can be very effective in the right hands. I don't think we should shun it completely.
 
Meta humor (usually) rules and honestly gets a bad rap. Being acknowledged as a viewer actually increases my immersion and makes me feel like I'm just hanging out with the characters, it feels cozy to me.

Meta humor is like defusing a time bomb.
When done right, you the viewer save the world, like in EarthBound (1994).
When done wrong, the creators blow up the world by cutting too many immersion wires all at once, removing suspension of disbelief (see: Milo Murphy's Law, which was a self-indulgent travesty).

Meta humor is volatile, but can be very effective in the right hands. I don't think we should shun it completely.
I just think its overused and very lazy oftentimes. There's this Italian animated series called Tear along the dotted line, I watched some of it and it uses meta jokes relatively frequently, but they hit a lot of the times because they're clever and genuinely attempt to be good

I also don't know if it counts as a meta joke but I love how Expedition 33 is very self-aware about how it's basically a video game adaption of French culture and has Baguettes as a weapon, mimes as hidden enemies, has a character that's just a living wineskin and has an angry rock called Francois in it
 
I really don't think you can find community and support on the internet long-term. The keyboard really allows people to showcase elements of human nature they would not be able to show irl. I myself fall for this quite often, because I'm managing my addiction to social media, and it doesn't help that everyone else, including shops, restaurants, even institutions are moving to the internet for convenience and to save a buck.
 
I just think its overused and very lazy oftentimes. There's this Italian animated series called Tear along the dotted line, I watched some of it and it uses meta jokes relatively frequently, but they hit a lot of the times because they're clever and genuinely attempt to be good

I also don't know if it counts as a meta joke but I love how Expedition 33 is very self-aware about how it's basically a video game adaption of French culture and has Baguettes as a weapon, mimes as hidden enemies, has a character that's just a living wineskin and has an angry rock called Francois in it
Oh meta humor absolutely is overused. I think the backlash to it is because meta humor can be said by anyone, immediately taking a lot of personality out of a work. The trick with meta humor is that the less you use it, the more effective it actually is. A small self-aware quip can get a good laugh when a plot gets too unrealistic.

I think Phineas and Ferb uses its meta humor very well because it usually doesn't overshadow the actual humor - the slapstick, the running gags, the formula dynamics. I would say the only exceptions where they kinda overdose are stuff like the clip shows and Rollercoaster: The Musical, but it makes sense for the writing to be more self-aware there. It is very much a show built from the ground up to poke fun at its own formula, but that works because Phineas and Ferb usually doesn't take itself too seriously outside the longer specials. It helps that Phineas and Ferb requires a mountain's worth of suspension of disbelief which the lampshades reinforce. How unrealistic it is gets poked fun at several times (aren't you a little young, etc.). The references to previous episodes work because they are mere momentary bonuses for longtime viewers that the formula is built around, you can take them out and the show still has good characters, good stories, and a very feel-good sense of heart. Yes, the show isn't deep by any means, but the show realizes the meta humor has a short shelf life and compensates in other areas, like the music and likable characters.

...Now take out everything positive I just said and you have the follow-up Milo Murphy's Law. A show that thinks Phineas and Ferb was nothing more than just the superficial/surface-level attributes. The likable cast of Phineas and Ferb was snarky but had actual distinctive quirks and aspirations and relationships unique to them that subtly progressed as the seasons went on (ex: generic bully Buford goes on to speak French, quote Voltaire, cares for his pet goldfish, arguably is better at busting Phineas and Ferb than Candace (Bully Bust), he might have the most complex personality of the entire cast)? Forget that noise, let's just make almost every character (bar Bradley and Elliot and Mr. Block who aren't even main characters) generically likable with no goals whatsoever.

Phineas and Ferb had a wide variety of humor, from slapstick to visual gags to genius bonuses ("tube socks? what is this, 1974?") to character dynamics to a truckload of running gags to satire ("NOT EVERYTHING IS A METAPHOR!" poking fun at faux symbolism, Nerds of a Feather poking fun at fandoms), which is usually heavily downplayed in service of "LOL things went wrong again?????" or especially "HEY REMEMBER WHEN THIS HAPPENED IN PHINEAS AND FERB?" (which is so prevalent the references take up 38 minutes of the entire show, almost two episodes worth)! The references in Phineas and Ferb only work in the context of Phineas and Ferb. When you take them out and shove them into another show, it becomes meaningless pandering, which are the last words I'd use to describe Phineas and Ferb, a show full of a love for life and empathic relationships. I hate the self-aware humor in Milo so much, especially in the second season. It is everything wrong with the shallowness of forcing a shared universe onto something, what little Milo had in identity got completely swallowed by its parent show in the second season. Yes, Phineas and Ferb had the Marvel and Star Wars crossover specials, but the staff was smart enough to explicitly call one of them non-canon; I'm pretty sure neither of their events were mentioned again. You can remove both crossovers and the show would still be a timeless classic.

And even then, the unique elements Milo had that Phineas largely didn't (some adventurous story arcs) get some of the most quarter-baked attempts at drama I've ever seen (why yes, I do like my tension of a planet in peril by negative energy being undercut with a W A C K Y B A C K G R O U N D M U S I C C H A N G E). We will self-plagiarize entire jokes and even stories (Agee Ientee Diogee is clearly just the B-plot of Misperceived Monotreme from Phineas and Ferb again) and even just transplant Dr. Doofensmirtz into the show where he does nothing but make things go wrong because he's an idiot in a show where things go wrong from the title character. Dr. Doofensmirtz was more than just the silly mad scientist. He had a wonderful daughter, an amicable relationship with his ex-wife Charlene (which had never been done in a Disney Channel show before!), a nice little frenemy relationship with Perry and the O.W.C.A. - but this is Milo Murphy's Law, so we'll sand off all the depth and just have Doof and Perry here because YOU LIKE DOOF AND PERRY RIGHT????

Because we're self-referential, we don't have to try! We can make a show where only like 3 songs are memorable despite having Weird Al Yankovic voice our main character (who barely gets any solo songs). Contrast this to Phineas and Ferb, which, while some of the songs were definitely obligatory toward the end, still had plenty of bangers, Season 5 has great music too). We can just beat entire throwaway jokes to death like Family Guy because our 11 minute episodes only have about 3 minutes of actual humor. I grew up with the original show, and when I sat down to watch Milo Murphy's Law in full, all I saw was a creative team desperate to coast on their past success of Phineas and Ferb (one of the best cartoons ever made) rather than create something actually new. I watched the entire show and I couldn't tell you what sense of personality the three main characters Milo, Melissa, or Zack have, much less Balthazar Cavendish or Vinnie Dakota (LOOK GUYS THEY ARE VOICED BY THE CREATORS LIKE MAJOR MONOGRAM AND DOOF!) beyond being generically snarky nice people that blend together.

If Phineas and Ferb had respect for the viewer (and it still does, Season 5 is a 9/10 banger just as good as the classic seasons outside the "how do you do, fellow kids?" jokes like "simp" or "this could have been an email" or goat screams which I should never hear in Phineas and Ferb), Milo Murphy's Law thinks you are stupid and will accept the bare minimum as long as you wink to the camera. It's pathetic. At least Hamster & Gretel was a lot better (nothing DCAU level superhero show, but worth watching).
 
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as a diehard phineas and ferb fan, the "two nickels" meme is insanely verbose and not funny enough to warrant its overuse

it basically amounts to "history repeated, lol?????"

even in the actual show, you don't even get context on that until Bee Story a full season later
 
At a party recently, a friend had us all sit through that high-budget meatcanyon video and I felt like I was dunked in a vat of band kid baptism ice water. How a talented, creative man could spend hundreds of hours directing an impressive production like that and not once feel aware that the jokes suck is bewildering to me. Clearly a lot of time, money, and talent went into it, but I can't help but feel it was written by someone in his mid thirties who is just now hearing the trickle-down zeitgeist of 2018 high schoolers' cafeteria discussion topics and thinking it's the most poignant, finger-on-the-pulse-of-society type thing ever. Inspired by cancel cult's comment on huggbees, the two youtubers are of the same cloth in my mind.
 
At a party recently, a friend had us all sit through that high-budget meatcanyon video and I felt like I was dunked in a vat of band kid baptism ice water. How a talented, creative man could spend hundreds of hours directing an impressive production like that and not once feel aware that the jokes suck is bewildering to me. Clearly a lot of time, money, and talent went into it, but I can't help but feel it was written by someone in his mid thirties who is just now hearing the trickle-down zeitgeist of 2018 high schoolers' cafeteria discussion topics and thinking it's the most poignant, finger-on-the-pulse-of-society type thing ever. Inspired by cancel cult's comment on huggbees, the two youtubers are of the same cloth in my mind.
I can't stand those videos.

"What if a well-known person was REALLY GROSS?!"

Fuck you.
 
I really don't think you can find community and support on the internet long-term. The keyboard really allows people to showcase elements of human nature they would not be able to show irl. I myself fall for this quite often, because I'm managing my addiction to social media, and it doesn't help that everyone else, including shops, restaurants, even institutions are moving to the internet for convenience and to save a buck.
Yeah dawg real life connections and community is what matters. Go to your local hobby store and pick up some wargaming and mini painting, fastest way to make friend imo, or go to the gym a bunch. Or both, both's good

can't stand those videos.

"What if a well-known person was REALLY GROSS?!"

Fuck you.
Watching the videos were he speaks unscripted, he's also really really dumb. Like unable to interpret basic statements kinda dumb
 
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