I thought everyone in the Netherlands had merged into a single gender.
Oh wait that's South Africa nvm.
Actually post time.
I find myself preferring games that have a degree of suck to them to games that are more objectively perfect. I'm not sure why.
Here's one example in terms of narrative. Chrono Trigger's plot, in terms of pacing and event structure and everything, is fairly flawless. I think reviving Crono was kind of deus ex machina and a cop out, but besides that, no real issues with it. Chrono Cross' plotting, on the other hand, makes no real sense and everything just happens because, uh, it does.
Except I like CC's narrative content more. And it's hard to explain why, but on one hand it's just that freefall breakdance of ideas and philosophies and it's like Kato is engaging you, the player, on some personal level. CT was very much a case of design-by-committee (and that was actually a selling point!) and it kind of shows. CC's narrative is more flawed, but at the same time there's less of a wall between the reader and the author.
Anyway. Other ideas:
A lot of the times I think cut content was cut for a reason. SaGa Frontier is a good example and counterexample of this. Counterexample being that Fuse's quest would've probably been awesome and I really wish it had been included. Let's move onto the evidence for my original point thought because it's more interesting.
So it's well known that Asellus' quest had quite a bit of content removed, and that Emilia and Blue had reduced endings. When I was a young man, my f... er... when I was younger, finding out about this kind of disappointed me. Not too long ago, however, I found out what was cut because someone on Gamefaq's translated the Ultimania guide.
Basically, Emilia and Blue had really vague endings in the game as-is. The original endings, however, sound... goofy. Emilia and her buddies + husband get into some slapstick brawl with someone. Which doesn't really fit. At all. And Blue's ending had his friends opening the gate to hell to get him out which is... less vague than the original ending but not nearly as striking or memorable.
And the Asellus stuff... I recall that one had her talking to Dr. Nusakan and fretting about turning into a dickgirl or something. In general they all made her sound like a weak and kind of ditzoid character. Would the game have been better with those included? No. God no.
Sometimes cut content is really better off being gone.
More unpopular opinions:
Eternal Ring: I think I mentioned liking the game earlier, but I actually think it has pretty good voice acting and I enjoy the story as a whole. It's kind of simple in the most direct sense -- it's about a... ring of power that corrupts whoever uses it -- but the game has all these subtle, implied things going on with the island you're trapped on that make it really beautifully creepy.
Devil Children: I think the original devil children games (not DemiKids) were, in some ways, some of the darkest SMT games.
River City Ransom DX: I thought this was an excellent remake and I recall it getting panned. What I like is that it doesn't actually mess with the core game much, but instead adds improvements from, like Technos Samurai, provides some modern touches to increase playability, adds content and bonus areas/objects/gangs that enhance the original game without feeling grafted on or butting up against it, and... honestly the option to fuck around with the physics was a great option.
Seiken: I think that Final Fantasy Adventure is probably the best SD game in an objective sense because it's the least glitchy. The major glitch it does have -- don't run out of keys or mattocks or you're fuxed -- is annoying, however it... by and large works exactly how it was supposed to work. Compare this to SD2 and 3, both of which have a lot of stats that do nothing because of 'reference errors*' (and this is arguably worse in 3 because it renders a few classes useless, because they are focused in some way on those stats). Legend of Mana's major glitches mostly relate to fruits not actually giving pet personality points, which is kind of not a HUGE deal; however there's like a million other balance issues going on.
Virtua On: VOOT is actually pretty playable with the Dreamcast controller once you get used to it and realize that firing while dashing also causes you to lock onto the enemy.
Final Fantasy Crystal Chronicles: I really like this and I appreciate that it had some touches that made it playable as a single player game, unlike Phantasy Star Online, which did not. Also think it had some of the best *atmosphere* of any Square game.
Revisiting Old Games: When I was younger I'd basically grind to get through everything because I was dumb. As a result, I remember a lot of old games being really grindy. This isn't always the case, and it taints my opinions in a weird way that I need to be careful of. For instance, Earthbound's not really grindy at all and actually is kind of easy if you play strategically. FFVI isn't grindy either. Phantasy Star 2, on the other hand, is.
Phantasy Star 3: I like this. Not as much as 4 or 1, but more than 2. It does a lot of the same dumb stuff 2 did, but the grind was cut down a lot, and while the dungeons aren't exactly interesting, they're not maddening either.
Rings of Power: Despite being simpler than Ultima, and kind of confusing, it's a really good game and should've been better known.
Buck Rogers: Genesis port cut out a lot of stuff from the PC version. While I miss the 3D dungeons, basically all of the other cut content should've been cut, because it mostly involved either skills that were useless, or gameplay mechanics that /broke things/.
Star Control: Genesis version, despite having an annoying glitch that made a quest break, was my favorite version. It was just so much more detailed in terms of the planets and space physics and having artifacts that actually DID stuff.
Might and Magic: While neither of these are my favorites in the series, I prefer 8 to 7 for a few reasons. They both have similar balance issues (and 8 introduces that dragon stuff); however, I might be one of the few people that preferred having to find party members to add instead of being able to just create everyone. Also, 8 had a clearer narrative focus. Actual cutscenes and quests geared towards a core event chain. Areas you visited seemed more varied too, in terms of aesthetics and topography.
Heroes of Might and Magic: Despite 6 apparently sucking, I do think the series would be improved by fewer resources. You have like seven resources in HoMM3, but most of them aren't that useful.
Creatures: Creatures 2 actually had the best AI model out of the series. It was the biological side of the AI that was broken at release. One Hour Stupidity Syndrome and the poor learning in general was a result of chemicals being produce in too-high quantities and not decaying fast enough. Once this was addressed and people started introducing things like Canny norns, the actual coolness of what was going on became apparent. I think the players should've been more lenient with launch issues. AI is kind of a tricky thing. And this was like, late-90s. While Cyberlife is definitely to blame in part for stupid marketing, they were really going off into a poorly-charted direction and should've been cut a lot of slack for that.
Conversely I think Creatures 3's AI is pretty bad for relying way too much on fixed action patterns and hard-coded behavior.
Quake 2: I like this for being slower paced and more of an adventure game than a straight up FPS.
* Pointers are not that hard, GOD.