Common criticisms I strongly disagree with.

Moments or general aspects in games that seem to have achieved near universal disgust and ire. Despised to an iconic degree. Except actually they're the best part of the game.

Feel free to throw me some common complaints that you just don't get. I'll likely keep this list updated I think of more. This was mostly all off the top of my head as I chopped down Willow trees in OSRS all day.

The Legend of Zelda: Ocarina of Time
The Legend of Zelda: Ocarina of Time
Water Temple - Love this game but I've felt for quite a while that I've dramatically outgrown its design. The dungeons especially just leave me feeling like I'm going through the motions, solving non-puzzles and not much else. Water Temple however is complex enough in the way it's put together that it remains fun to this day. Especially in the 3DS version that got rid of having to pause to use boots.
The Legend of Zelda: The Wind Waker
The Legend of Zelda: The Wind Waker
Triforce Hunt: The game goes full open world and thoroughly encourages exploration and seamlessly mixes optional and mandatory content in a way that makes the whole game feel alive and worth engaging with. The HD version streamlining this process just makes rupees less important, ergo rupee rewards are less meaningful. I love finding the charts, I love paying tingle, and I love fishing up the shards.

Without this section the beautiful open world would be entirely disconnected from the main storyline.
The Legend of Zelda: Phantom Hourglass
The Legend of Zelda: Phantom Hourglass
Temple of the Ocean King - I haven't played this game through since I was like 7, but I remember thinking the temple was neat and I liked unlocking shortcuts to get through it faster. Dunno if I'd still like it as much today but we'll see when I decide to revisit it.
The Legend of Zelda: Skyward Sword
The Legend of Zelda: Skyward Sword
Nintendo Never cared about the timeline - When Hyrule Historia came out around the time of this game, buncha fellas glance at it and go lol why'd you guys force them to make this, they clearly never intended to connect these games Which is made worse by the devs very clearly not caring anymore with TotK.

But to say there was never a conscious effort to tie the games together is patently false. Not to say they had some grand storyline in mind. I'm sure they weren't thinking about how Ganondorf usurped the Twilight Realm when they were making OOT. But that doesn't mean they retroactively connected the games exclusively for fan demand 25 years in. Nearly every game is explicitly connected in plain text, often in-game, this is objectively true.
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild
Weapon breaking - I understand it makes getting weapons as a reward from anything super lame. Otherwise come on they already deleted 95% of zelda convention we need SOMETHING else to engage with. The system lead to BotW being the only 3D zelda game with genuinely engaging combat. By the end of the game you'll have like 15 of your favorite weapon on standby, getting 3 weapons per 1 weapon spent. The issue is entirely in your head at that point.

Perhaps a bit of a crutch that could be leaned on less if the enemy variety and ai was better. But it made fighting the small pool there was fun the whole way.
Splatoon
Splatoon
Maps swapping every few hours in real time and/or the news - It was one of the many design decisions that made Splatoon so appealing to begin with. You can look at it from any pessimistic angle you want, like oh they're just masking how little content there is or "I paid for game just let me play what I want in it" and idk that's missing the point to me. Sploon was cool because it wasn't just another average shooter.

They did a great job making the world feel alive. It's hard for me to just inherently be into something new, and Sploon 1 did everything it needed to do for me to want to meet it halfway.

I remember there being discussion about the Japanese culture of providing a curated experience vs. American businesses bending over backwards for their customers. I'm probably spacing on details and idk how true it even is culturally on Japan's side. But I'm much more on board with a game that has a strong identity it wants to put out there rather than following the norms of the industry to a T. Fit real nicely with the counter culture vibe, and made the game really fun to follow. I never quite knew exactly what I was gonna get booting up the game and that's neat. It also let them grace us with the idols and splatfests with boatloads of personality and lore.
Sonic the Hedgehog
Sonic the Hedgehog
Labyrinth Zone - You can do a lot more with physics based gameplay than showcase high speeds. The idea of relative speed comes up occasionally in this series. Right you can't go "fast" while underwater, but that doesn't mean the level design has nothing to master and therefor go significantly faster than on your first attempt. There's falling blocks, hazards that quickly cycle giving you very little time to get through, the fact that you're constantly on a drowning timer, invincibility powerups that feel great to take as far into the stage as possible. The boss is an amazing risk vs. reward where you just have to get to the end of a section. If you slow down at all the water will rise and then you're really in trouble if you mess up again. So ironically you may want to take it slow just to be safe but it's scary 'cuz you're drowning.

Dunno, sick level honestly. It's fast paced, rewards skilled play combined with game knowledge, and remains engaging even decades later. It's tragic how much the core marketing behind this series permanently tainted everyone's perception of what a Sonic game "should" be right off the bat. No other series do people go "WHAT WERE THEY THINKING?!?" when levels have you do anything other than hold right with your eyes closed.
Sonic the Hedgehog 2
Sonic the Hedgehog 2
Metropolis Zone - It's just...not hard? I get that it'll knock you around a lot but it's very forgiving with ring placements. I haven't died in this stage since I was literally 5 years old. As a penultimate level, the surprise of having a third act sticks with you, and following it up with a brief auto scroller stage is a great calm before the storm feeling as well as a nice rest after you've been smacked around by slicers for 3 stages.
Can't say it's my favorite bit in the game like I do with much of the rest of this list...But Sonic fans from the very beginning really do be holding 30 year long grudges because one of the final levels was slightly challenging as a kid.
Sonic Adventure
Sonic Adventure
Big the Cat and Amy - Their stories are so comically short it's absurd they're so infamous. Amy's gameplay is nifty enough to carry her THREE levels. And Big the Cat's just a cooler version of Sega Bass Fishing, which was already a cool game. Also love Big's story, everyone else's campaigns are going on around him and he just doesn't have a clue what's going on he just wants his frog. The main crew literally forgets about him when Eggman's ship is crashing, my man's woulda went down with the ship if he didn't find his own way off. Godly fishing music too.
Sonic Unleashed
Sonic Unleashed
Eggmanland HD - The finale of this game is one of the most genuinely impressive moments in the entire industry and Eggmanland is a beautiful start to said finale. This level could be the entire game and it would still be one of the best games of the generation. It's unreal how meaty of a stage it is, literally exceeding the length of some full games in the series. Still, it maintains really well the core appeal of skill=beat level faster. This level could take over an hour, or it could take less than 20 minutes.

One of the many moments that shows the boost formula doesn't have to suck and can in fact be more engaging than a lot of the adventure era games. This is the canonical ending of this franchise, they will never even try to top, or match this. Sonic fans haaaaaate level design with effort behind it though. This was followed up with a brief auto runner in sonic colors and I've still seen people online saying the one from colors was just too much. Sega my dude, it's a losing game trying to please everyone, just filter as many people as possible unapologetically.
Resident Evil 4
Resident Evil 4
Ashley escorting - She should have been with you for more of the game. And just telling her to hide shouldn't be so good at keeping her safe. OG re4 is a tad creatively bankrupt in the scenarios department, any time she was with you reeled in the mindless action and reintroduced some tension into the game.
Kingdom Hearts
Kingdom Hearts
Atlantica - A lot of the worlds in KH1 are really small scale and kinda cute in comparison to future games. This is one of the few Disney worlds that feels fully realized. Already a far cry from Wonderland, which features the Mad Hatter as a PNG on a wall loool.

But yee it can be somewhat confusing, especially the first fight with Ursula. But I thought the swimming controls worked well and it had a lot of effort put into it.
Kingdom Hearts II
Kingdom Hearts II
Atlantica - Fellas not down for a little finny fun be stressin too much about the little things in life.
Final Fantasy III
Final Fantasy III
Level up system - Nothing's wrong with it. Imo it's better than how every single other game in the franchise handles its RPG systems. This is one of the only FF games that's actually playable because it's one of the few that didn't get stupid with trying too hard to be creative systems.
Final Fantasy X
Final Fantasy X
The laugh - If you've seen the actual context of the scene and still put it on your "top ten WORST video game voice acting moments" list you lack any and all media literacy. Tidus descending into madness is the literal best part of the game.
Super Mario 64
Super Mario 64
3D platformer cameras - All of 'em, every complaint about camera issues in 3D platformers is a straight up skill issue, ESPECIALLY in the big names like SM64.
Super Mario Sunshine
Super Mario Sunshine
The Sand Bird, pachinko machine, the casino puzzle wall, and blue coins - Cool levels, not hard. I'm begging Nintendo to go back to designing some non-conventional platforming. They've had it down to a science for too long. They've mastered that science to the point it's enjoyable to me in their latest attempts, but still nothing matches nonconventional game design with a healthy amount of jank. Also for the puzzle wall, you have full control of how you shoot your water.

Also finding all the blue coins is a self inflicted issue. Odd to me how many people these days rag on it and seemingly make themselves suffer to find all of them knowing they're just gonna complain there's no reward in the end. I like finding them, they're inherently neat to me. The journey is its own reward. And "mission exclusive" blue coins aren't hard to intuit. "How am I to know which episodes have exclusive blue coins?" Have you tried going to the episode that features a location or event that isn't in the other episodes?
Banjo-Kazooie
Banjo-Kazooie
Rusty Bucket Bay - This game's very chill from beginning to end. Having one room in the game that genuinely invokes some tension even for experienced players is really important I think. Music's as good as always, tons to explore.
Banjo-Tooie
Banjo-Tooie
World size and Grunty Industries - I think Tooie does a great job at expanding the levels without losing what made the first game fun. They're bigger yes but they don't feel emptier. Always something to do at every turn, the stages are simply just more complex than before.

Grunty Industries slaps. It's a shame we didn't get the final tower level as it was cut because of time restraints. But GI is a fitting final level. Like I get that it's not as accessible as anything from the first game but I think that's amazing. No other platformer's gonna have you enter a level and say lol you can't actually get in the front door find a different way in
It's kinda the Eggmanland of Banjo one could say. A singular level that has a bigger scope than some entire games.
Banjo-Kazooie: Nuts & Bolts
Banjo-Kazooie: Nuts & Bolts
Cars - The vehicle creator is extremely intuitive. They work extremely well.
"oh gooood a tutorial on car paaaarrrrrts" -Jontron says looking at a menu you can close frame 1 of it opening showing car parts he's unlocked and nothing more, gaslighting an entire generation into thinking the first 3 hours of this game are in menus.

I hate cars in real life, they should be outlawed, there's better ways and big car doesn't want you to realize this. But here? They cool.
Marvel's Spider-Man
Marvel's Spider-Man
MJ/Miles sections - Modern games are like 90% about their stories anyway and these moments giving different perspectives help grow the universe in a natural way. I understand they're not the most exciting bits on a repeat playthrough, but I can't say this modern style of game is inherently replayable to begin with. It's just watchin a movie.
Mega Man X6
Mega Man X6
Every level - This is one of the only Megaman X games that I don't find actively annoying. But then I go online and find it's universally panned lol. Idk I just thought the levels were a lot more memorable and filled with less trial and error annoyances than usual. Rainy Turtloid's stage is better than anything in the first 5 games.

Also I like the Nightmare Effects, they make replaying the stages more interesting.

32 Comments


14 days ago

more ashley is always good for me!
Figured you would have mentioned tooie

14 days ago

@NOWITSREYNTIME17 I almost forgot to put Banjo at all actually, I was mostly thinking of the most mainstream points you'd find in a Watchmojo type tier list or R/gaming you hear all the time. You don't often find your average normies posting about Banjo out in the wild, they're much more likely to complain about missions in some random modern game I probably have never actually looked at.

But yee I'm sure I'll end up adding more to this list as I think of stuff 'cuz I find I rarely agree with complaints about a lot of games in general. Initial batch just covers all the big stuff that came to mind. Now that I think of it more imma add some more entries real quick.

14 days ago

Amy's story was my favorite back in the day, and I think she's still my favorite at least along with Gamma. It's so short and sweet, and she's just constantly happy all through out it. lol

also, nice to meet ya fellow X6 sympathizer.....

14 days ago

i agree with a lot of this!! oot water temple is amazing, ww triforce hunt reeks a lil bit of "we needed something to fill out this unfinished game" but it's fun and makes you actually interact with the world, botw's combat has this satisfying improv vibe to it thanks to the weapon system, and rusty bucket bay is fun tbh. also like vee said, amy and gamma stories in SA1 are great for what they are, i feel like all the non-sonic/tails stories are why the game is so memorable in the first place. and the big the cat hate is kinda forced tbh, it's just a goofy lil palate cleanser

14 days ago

It's similar to what I was getting at in Labyrinth zone. Yeah amy's not running 500mph, but there's still the core appeal of maintaining momentum and mastering the tools you've currently got. Contrary to what some Sonic fans think, a game can be fun even if you're not going mach speed. I replay Sonic games to an obnoxious degree and in recent years I've been obsessing more and more over very specific moments in them. I'll turn on Shadow the Hedgehog and do the Lost Impact hero mission just to feel something. On a similar energy, I find I play Amy, Gamma, and Big most when I play SA1 these days. I just think they're neat and their stories are way better than the goofy cutscene animation will allow most people to realize.

X6 gang rise up~

14 days ago

@theia It is true Wind Waker's rushed development forced them to think of other ways to fill out the game rather than just have a bunch of dungeons. It's interesting that made them break Zelda formula in a somewhat similar way they'd end up doing it in BotW. For the best imo, I'll take what they came up with over more comically easy dungeons. (Though if there WERE more maybe they'd have had room to up the complexity we didn't really get to see much of?) Dunno, either way love what we got.

It's so funny to me seeing people online genuinely seething about Big the Cat to this day. Like I get it's not gonna be everyone's thing. But how you gonna force a grudge for 20 years about a 30 minute long campaign?

14 days ago

finally someone that agrees that weapon breaking in botw isn’t a bad thing

14 days ago

The issue with weapons breaking in BotW isn't running out of weapons (at least it wasn't for me). My problem was that I found it really disruptive to constantly be interrupting the flow of combat to dip back into a menu and pick another weapon again. If they had made a system whereby you just tap the weapon switch button to automatically bring up the next weapon, it wouldn't have bothered me as much.

14 days ago

That's pretty close to how I remember it being. Doesn't take long to select your next weapon, but I'm always an advocate for cutting down on menuing. Because yeah while it is quick it's something you do a lot to be fair. Letting you just tap the button instead of holding it might have felt good as a quick swap option. One of the many things totk could have improved on if they weren't busy just making a clumsier version of botw.

14 days ago

It's not that it takes a long time, it's just an annoying and petty choice to be forced to make while you're trying to focus on the fun part of the game. It'd be like if Mario Kart made you pause two or three times every half lap and choose between twelve almost, but not quite, completely indistinguishable tire choices.

14 days ago

Plus it's such a wack power fantasy. "I'm the hero of Hyrule... because I have a HUGE PILE OF SWORDS! Aragorn the Ranger, Conan the Barbarian, Cloud Strife, all chumps! They hardly have any swords! The only thing that keeps me up at night, my achilles heel... WHAT IF I RUN OUT OF SWORDS??" Haha anyway good list!

13 days ago

Lool yeah I definitely prefer having a smaller number of more iconic swords generally speaking.

Also thanks for checkin out and liking my list everyone <3

12 days ago

My favorite KH2 characters are the snails that go "Under the sea!!" at a higher octave actually.

9 days ago

Definitely agree 100% about the Water Temple in OOT. Brilliant Temple and among my favourites in the game. Still slightly prefer the Forest Temple because of its amazing and creepy atmosphere, but the Water Temple is a short second. Whenever I see grown ass adults on Youtube whining about how tedious the Water Temple is i have to do a double take like lmao wym it's the only dungeon that even remotely challenges you to think about it as a physically coherent space and how to navigate it. skill issue imo

9 days ago

Wait the Sand Bird level in Sunshine is criticized? I loved that one back in the day haha. Same with the casino and pachino sprites.

9 days ago

I don't agree with all of these, but I do love some of them.

The Zelda games always connected. The games not connecting is a recent (and hated) development.

Temple of the Ocean King is amazing; one of the best ideas in a game full of small surges of creativity.

Amy is genuinely fun to play in Adventure.

Haven't played the original RE4, but Ashley in the remake is pretty negligible. She opens up gameplay opportunities, but doesn't really hinder things, either.

I would instantly buy a full MJ game I'm not kidding.

9 days ago

X6 is so horribly offensive to me that I would claim it's among my least favorite games ever created. But still, there are people that will defend it like this and make me feel like I didn't even play the same game. It's like the cilantro gene for X games. Just inconceivable for me.

9 days ago

I don't have opinions on most games on this list, but those I do I agree with you on

9 days ago

You're off your rocker if you not only enjoy X6, but if you enjoy it more than the rest of the series. Same goes for Metropolis Zone.

You're right af about FFX and especially Phantom Hourglass though so I'll allow it.

9 days ago

Finally some positivity list. I lately get way too many negative ones.

9 days ago

Re: Sonic 2 and 3, you might consider that your opinion is biased due to an apparent long experience with the game.

I never played Sonic as a kid, only playing them as an adult, and both Labyrinth and Metropolis Zones are MASSIVE pace breakers. Water levels in platformers are mostly average to bad to begin with, but it's exponentially worse for a momentum-based platformer. And Metropolis Zone enemy placement is absolutely unhinged, that final stretch alone knocked down Sonic 2 to a 6/10 to me.

Sonic 3's Sandopolis is a MUCH more successful attempt at what you describe Labyrinth Zone to be.

And Mega Man X6, I only like that game because I know how to avoid the bullshit, and there is plenty of it. The donut miniboss in Blaze Heatnix for example. The game is very obviously unfinished and you can softlock yourself very easily - reaching the High Man room without a special weapon, losing a Reploid carrying an essential part, permanently, a couple of leap of faiths, and the game is actually completely unbeatable with non-armored X and iirc, the Shadow armor too.

You can't possibly have a straight face when you say you find Nightmare Effects interesting, then argue the game has less trial and error annoyances lol

9 days ago

(forgot to comment on a few of the other entires, whoops) Though I agree the laugh scene, Triforce hunt and Water Temple are overhated, and I think I'm going crazy when I see people call Ashley such a disaster. Just put her in a trash bin and clear the area, c'mon

KH2's Atlantica is just a painfully boring rhythm minigame though. The devs knew this, since they give you an Orichalcum+ just for beating the world lmao. KH1 I think is a perfectly mediocre game, so Atlantica is just on par with the rest of it, whatever.

And you might be confusing Final Fantasy 2 and 3? FF3 has no distinct level-up system, it's a straight earn exp -> level up thing. The 3D remake does add a "buffer" when swapping jobs, maybe you mean that? If so, it's a fairly bad idea because this a game where jobs serve more as puzzle solutions than builds, so you have to constantly swap jobs around, so it's contradicting.

If you do mean FF2, I don't agree at all, the level-up system is poorly executed, and it's only tolerable in some of the remakes due to some QoL changes. It's even worse for magic spells.
Was going to do my list based on this since I thought ot was neat idea but you've already basically done a lot of my choices so idk. The Super Mario 64 one is daft, I don't even care about the camera that much but come on, it hasn't aged well, that's just a fact.

Your X6 opinion is the kind of take I wish I could go into your mind and understand. Not only do you find the annoying bits fun but you also find more annoying levels in other X games? Blows my mind, I seriously wish I could enjoy X6 the way I see others do but I can't see it. Do you jump with joy fighting the same crappy mini-boss back to back to back in one of the levels? With basically nothing else to the level besides that? Do you love being spammed with enemies and projectiles instead of getting actual level design? What about a level that is close to impossible to beat if you pick a specific armor? How about a boss that can't be damaged if you don't have the right tool? I really wish I could see what you see
I also want to say that I think you are a bit off with the blue coin issue in Sunshine. Your points make sense but another, important reason why people dislike the blue coins is that they are replacing actual meaningful shine sprites. It would be different if there were 120 regular shine sprites and then additional ones from blue coins but that isn't the case, obviously because of how rushed the game is. So the blue coins do feel like a lacking way to make the game seem like it has more content than it really does which I do feel is pretty lame.
fellow X6 fan detected
people who complain about ashley's AI have never played dead rising 1 and it shows

9 days ago

Super Mario 64 take is based af, it's the same thing as people not wanting to get used to tank controls in games, complete and utter skill issue.

9 days ago

Lol kind of agree with most of this. A couple for me:

Dark Souls 3. More linear than Dark Souls 1 in the sense that the almost Metroidvania feeling of loopi g back to old areas isn't as strong. But I like the change, because what we have instead is this great use of visual scale, where you look out on the world you're about to explore and then you come back later in the game and reflect on the journey you took, all while your starting point becomes further and further in the distance. Just as satisfying if not more so.

Earthbound: The combat is simple which is a great thing, it allows your focus to be put on the enemy design, episodic stories, and wild background effects, while allowing for the basic catharsis of seeing how your basic skills at the beginning of the game become flashier and more powerful.

Twilight Princess: The opening is perfect for setting the tone and establish character relationships and needs to be as long as it is. Also the most fleshed out/best version of Link

8 days ago

Thought you were about to defend the volcano in Sunshine.
Strongly agree with kh1 Atlantica and oot water temple


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