Or puzzles that are completely esoteric or unintuitive. Just replayed some of the Myst games, and it’s like “oh ok I was stuck on this for 30min because the lever was on the other side of the map and there was literally no indication that it was related”. That’s just artificially inflating your game’s difficulty, and it’s lazy puzzle making. Boooo
Do you have thoughts on the WadjetEye games? I’ve found a few of them quite engaging, particularly the later Blackwell games though I’ve heard good things of Unavowed.
Action sports games like Tony Hawk’s Pro Skater, 1080, Wave Race, Steep, and more. I mentioned Steep because it’s the latest mainstream attempt but I feel like it never really found it’s footing.
The junction system in Final Fantasy VIII. The magic system is based on the amount of spells you have left in an inventory and you can also equip them to your character’s stats. If you don’t take the time to acquaint yourself with the system your stats will take a dive because you’re casting spells like in a more traditional game. The upside to this is if you hoard enough spells and equip them to the right stats you can be unstoppable since early game.
Hate: disproportionately excessive penalties for falls (usually found in platformers).
If you get shot in the face by an enemy, you lose your shield, lose a life, whatever. In a bad platformer, if you don’t time a difficult jump exactly right, you lose a life, lose everything in your inventory, get sent back to the very beginning of the level, get audited, and have to mow the developers lawn for an entire summer.
Platformers are “guilty until proven innocent” - I won’t play one until I know it won’t destroy my will to live.
I honestly can’t even remember the one that first set me off. It’s been a while. I just remember realizing that gravity was more punishing than any of the enemies, and thinking “oh, to hell with this.”
For platformers, maybe. But for certain genres – like battle royale – the risk of losing it all after one mistake is part of the thrill. It all depends on the game.
The tribes series, or z-axis games, where you are able to move up and down as well as the traditional x-y movement you see in virtually all games. Usually set as shooters, they are fast paced movement games that have a huge skill curve which is why they aren't made that often. Super fun when you get the hang of it though
See you found a solution but I’m still curious how you had this problem. There were very few enemies that I felt had a health pool wildly too large and it was usually as a result of the enemy upscaling feature rather than death March. Those two enemies begin the Djinn and a certain swordsman fight from the DLC.
I had to consistently play with upscaling on because the enemies were generally too squishy and I was killing them so fast the challenge of death March was wasn’t completely unnoticeable.
I wonder if it was your build or perhaps some other aspect of your gameplay that made this happen?
I see this weird Death March thing everywhere. I replayed through recently on the easiest setting (story and sword, I think its called?) and had a GREAT time.
If you ever feel the urge, I can’t recommend it enough. The first couple hours of playing are like an extended tutorial. The entirety of White Orchid is a learning zone, really.
As everyone says, once you reach the Bloody Baron quest, you see just how amazing the game and the writing can be!
bin.pol.social
Aktywne