I think randomisation has to be handled very carefully in traditional oldschool hard games, because the player want to succeed or fail based on their skill and not on some roll of a dice.
Thats why Xexex a game that for one aspect would be a Gradius and RType beater is totally cheapened do to the power ups been random, which occationally gives out a 1UP.
That aspect is generally hated in the shmup community who like to 1 credit clear the game. Because the game had a nasty habit of occationally giving the player 2-3 lives when even getting one 1up per game only happens a quarter of the time.
Thats why Xexex a game that for one aspect would be a Gradius and RType beater is totally cheapened do to the power ups been random, which occationally gives out a 1UP.
That aspect is generally hated in the shmup community who like to 1 credit clear the game. Because the game had a nasty habit of occationally giving the player 2-3 lives when even getting one 1up per game only happens a quarter of the time.
When I first started playing this game, I died so many times to flies I wondered what in the hell was wrong with me. But somewhere in the many many deaths, you start to understand and suddenly the game opens wide for you. I think this is one of the things that makes TBoI so endearing, among other things.
Though I do understand feeling separated from a game by difficulty. Pretty much why I haven't gotten into Dark Souls or Ninja Gaiden.
Though I do understand feeling separated from a game by difficulty. Pretty much why I haven't gotten into Dark Souls or Ninja Gaiden.
While there isn't the ability to plan out and build a character or gain experience in the traditional sense, the game does take some measures to empower you over time. Even if you're not making it to the bottom of the dungeon, you eventually - by finding certain objects and taking certain actions - will unlock more powerful characters to play as and more powerful items for you to use. If you can unlock Cain, his abilities - attack power, near-immunity to bad pills, and increased luck when playing the shells game in the arcade room - make for a really potent combination.
Of course, once you start winning, the game then begins to apply pressure once again, by introducing deeper dungeon levels and introducing harder enemies earlier. ^_^; But as you so aptly referenced in Two Face's quote there - it wouldn't be the same game if everything was fair and the poor little guy always won. Sometimes you're going to die under a wave of headless jumpers in a puddle of your own piss. PROBABLY you will. But maybe, just maybe, this time is going to be the win. Hope in hopeless circumstances - that's really at the core of the game's esthetic.
Of course, once you start winning, the game then begins to apply pressure once again, by introducing deeper dungeon levels and introducing harder enemies earlier. ^_^; But as you so aptly referenced in Two Face's quote there - it wouldn't be the same game if everything was fair and the poor little guy always won. Sometimes you're going to die under a wave of headless jumpers in a puddle of your own piss. PROBABLY you will. But maybe, just maybe, this time is going to be the win. Hope in hopeless circumstances - that's really at the core of the game's esthetic.

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