it's nice to see 2-D platformers still being a thing, though
It's very Sonic-esque, but with quite a few differences, and imo the fact that it wasn't constrained by being a Sonic game means it was able to do some cool new stuff.
beyond a certain level of difficulty, I feel like a game isn't really worth it.
perhaps I'm just a filthy casual
I love challenge. :D I'm still playing Touhou for scores and it has been rewarding to explore the depths of this very challenging series. Also it has a really good community.
imo, Super Meat Boy only gets to a truly intolerable level of difficulty at the later stages. There's still enough in the earlier stages to justify it to the common man.
Also I tried doing one of those /vr/ Gauntlet, I got Silent Assault for the NES. It's horrible
I'm gonna go ahead and say that most NES games don't really hold up.
some are better than others, but even the good ones tend to have certain obvious shortcomings.
I think this is usually the fault of the designers more than the hardware, though.
I don't necessarily think it's the fault of the hardware, like if you programmed an NES game today (and people have done similar things), you could make a good one.
Rather, gaming was a pretty young medium when the NES came out, and even though it's still pretty young now, a lot of what we'd now consider basic design principles didn't exist back then, so you ended up with a lot of stuff that was, for example, only hard so the designers could put X Amount of Hours of Gameplay on the back of the box.
That's not universal of course, the original Mario Bros. for instance is still fantastic, but you get what I'm getting at here.
Zun said that if you can beat a game, it isn't too hard. I agree!
But conversely doesn't that mean if you can't beat a game it is too hard? With all due respect to the man, I think that's a silly way to look at things.
Zun's games aren't hard by shmup standards but to outsiders and more casual game fans they're very difficult. These things are a matter of perspective.
Basically. The NES was a fairly early stage of gaming and the game creators broke a lot of new ground there, but only at the cost of making a lot of mistakes as well.
That's true for more than just shmups. Stuff like 1001 Spikes is so hard that unless you routinely play only or mostly extremely hard masocore platformers, it's more or less impossible.
Basically. The NES was a fairly early stage of gaming and the game creators broke a lot of new ground there, but only at the cost of making a lot of mistakes as well.
basically. This is also true of the NES' lesser remembered contemporaries, stuff like the ColecoVision (or was that later? I forget).
Actually, I'm sometimes tempted to see some NES games (Mario, Zelda, Metroid) as being sort of like templates for the more definitive (and not so flawed) SNES versions.
Early Sonic was one of the more exciting things in gaming at the time. The graphics and speed seemed pretty cutting-edge. But time has probably eroded that aspect of them quite a bit.
i think for most people 'too hard' means that the amount of effort they must expend to complete the game exceeds the amount of enjoyment to be had from it. Maybe Zun is a person who derives enjoyment from challenge itself, so that his enjoyment increases in direct proportion to the difficulty of the game? That way challenge would never exceed enjoyment.
i think for most people enjoyment tends to increase with challenge up to a point, but there's a cut-off point where the frustration created by the difficulty starts to negatively impact enjoyment. Where that point is depends on the person.
i think for most people 'too hard' means that the amount of effort they must expend to complete the game exceeds the amount of enjoyment to be had from it. Maybe Zun is a person who derives enjoyment from challenge itself, so that his enjoyment increases in direct proportion to the difficulty of the game? That way challenge would never exceed enjoyment.
i think for most people enjoyment tends to increase with challenge up to a point, but there's a cut-off point where the frustration created by the difficulty starts to negatively impact enjoyment. Where that point is depends on the person.
Just a hypothesis of sorts, i guess.
no that is definitely true.
I just feel like talking as though there's a "right" level of difficulty to prefer is silly. Some people like hard games, some people like easy games, most people like a mix of both. Some games fall outside the easy/hard paradigm entirely. What's the difficulty level of Proteus, exactly?
And I do kinda feel that hardcore communities (that is, people really into shmups, hardcore platformers, competitive FPSes like CounterStrike, fighting games, etc. etc. etc.) do tend to act like enjoying easier games is somehow reprehensible or even a mark of bad character, which is just silly.
Anyway I don't know what I'm on about, no one here thinks that.
More people have said that and been killed than there are thorium decay products.
Touhou games have a very versatile difficulty, I guess. On one extreme are people who just want to see all the stages on Easy mode, or more generously, people who want to see the true endings in each game and maybe challenge the extra stages. This is not that demanding, compared to the Shmups Genre (TM). On the other extreme are people who do Lunatic challenge runs, which are incredibly challenging, or aim for high scores, which is even harder to do.
Comments
I tend more toward the latter camp, though there are some exceptions.
oh yeah
I decided to play it again for lulz and apparently I'm still pretty good.
It's horrible
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
I think this is usually the fault of the designers more than the hardware, though.
Rather, gaming was a pretty young medium when the NES came out, and even though it's still pretty young now, a lot of what we'd now consider basic design principles didn't exist back then, so you ended up with a lot of stuff that was, for example, only hard so the designers could put X Amount of Hours of Gameplay on the back of the box.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Also, that Sonic is nifty
Punch-Out!! is also good.
i think for most people enjoyment tends to increase with challenge up to a point, but there's a cut-off point where the frustration created by the difficulty starts to negatively impact enjoyment. Where that point is depends on the person.
Just a hypothesis of sorts, i guess.
There aren't really bad Kirby games