I enjoy the option of having more than just kill kill kill as an objective. Then again, cruel harsh death is something I still love and games like Demon's Souls, ESIV: Oblivion and Etrian Odyssey seem more than happy to provide it.
So while I might lament the lack of challenge in most games today, they still have those experiences and I know where to find them if I want to die instantly in a game.
He has a lot of respect for Jim Sterling, so maybe after showing him this he will give it a shot again, lol.
Also thanks for reminding me I hadn't gotten that yet, that should hold me till Solatorobo and that should hold me until Skyward Sword and then I'm done with Nintendo until whatever comes after the WiiU, unless they manage to knock my socks off with some decent game support for it.
Case in Point: VANQUISH.
If you didn't love it, you played it wrong. The reason you played it wrong, is because it was difficult to play it right.
When you put in the time, and learn the skills needed to learn to tackle the game on its highest difficulty, and you come out on top, THAT is what gaming with difficulty is all about. Too bad less than 200 gamers worldwide knows what that feels like....
While true, Kirby can be harder than Megaman if you impose a challenge on yourself in the first and not the second, the self-imposed challenges in Megaman games are in a league all their own.
People who do the game with just the default weapon, people who do "no death" runs and, most sadistically, the people who do "no hit" runs, which are more about self-flagellation than difficulty. Of course, I've done an all-Squire game of FFT, so I'm not one to judge.
Good Jimquisition.
Optional difficulty usually feels artificial, whereas a game in which the developers specifically aim to deliver a challenge almost always feels more satisfying to me.
Any game *can* be difficult, either via cranking up the difficulty settings or self-imposing your own set of rules. But the fact is, most games are intended to be played a certain way.
It's no surprise that in games where the difficulty curve is a big focus of development - something that gets fine-tuned and tweaked to death - that overcoming said challenge feels more rewarding in the end. It's simply a matter of that aspect of the game getting more love.
And I'm definitely aware that you can play Epic Yarn and try to go for higher rankings. The thing I don't like is that it feels like I'm inventing the difficulty on my own. It's like playing a game with infinite continues, and then telling yourself that you're going to self-impose a 3 continue limit on yourself so that the game will be more interesting. After a while, you just hit continue anyway, beat the game, and it becomes boring and forgotten.
What you're not getting about hardcore gamers, is that they take the games that people consider extremely hard, and then on top of just surviving it, play those games to mastery - going for precisely the same kind of rankings, medals, and score attacks that you think are unique to Kirby. Those same things are in almost every game out there.
I think the lack of death in Warioland 2 & 3 worked great. Creative level design was made a requirement in order to maintain a fair level of difficulty.
And if your biggest complaint is that games are too easy, I have some alternative hobbies for you.
RING STING LAWL.

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