...and another thing - rubber-banding in driving games. If I'm good enough to get miles ahead of everyone else then the game shouldn't punish me for it
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...and another thing - rubber-banding in driving games. If I'm good enough to get miles ahead of everyone else then the game shouldn't punish me for it
This reminded me, the ultimate crime of gameplay for me is changing the rules of combat for cinematic effect. Case and point, Devil May Cry 1, one minute you can fight the boss indefinitely while watching your health bar, the next it kills you instantly without even a clear attack, just to be "scary".
Also, QTEs. I like them if they make mandatory cutscenes more interactive. I absolutely hate them when they are put in because the developer didn't have time to make a real boss fight or action sequence. There is a huge difference. Shenmue does it right, God of War does it wrong.
1. Nigh-Impossible Difficulty/One-Hit-Kills: It feels like a waste of graphical and gameplay design with great games like Contra: Hard Corps. And when the game is not so great, well, it just feels like a chore. Also in this category I would place gameplay elements from games like Earthworm Jim (i.e.-the mines in Down the Tubes part 2) and Landstalker (i.e.-The monkey statues in King Nole's Palace). Both of these two games are Grade A titles for the system, but implement at various levels a drastic increase in difficulty that sadistically snaps you awake from an otherwise perfectly-smooth manner of gameplay. These are tasks that are normally part of a bonus round in platformers and the like, but in these two games, they're required to be beaten in order to move ahead in the game (imagine if getting all the emeralds in Sonic 2 was required to beat the game. I wonder how many people would say they have beaten it, or even enjoyed it then). Another Grade A game that does this is Mickey Mania on the Sega Genesis (not the CD version). In the Lonesome Ghosts level where one rides the barrel above "poison" water, whoever took care of the Genesis version changed the placement of one of the nightstands, making it a nigh-impossible obstacle for beginners.
I'm not sure if I would call that a true one-hit kill game. You instantly respawn in the same place when you "die". And then you have five continues, which set you back. They could've given you three health points, and five lives that set you back when you use them, with no continues (not all games have continues), and it wouldn't have changed anything.
Now, Atomic Runner, that's a one-hit kill game, and it really detracts from an otherwise good game.
I agree with you on the general grievance here. (Of course I do, I flat out suck). But your examples are ill chosen. Contra is famous for its difficulty; whether one actually deems Hard Corps's or any other instalment a ballbreaker doesn't matter, it's established and shouldn't be messed with. Personally I'd like them all a bit easier so they could be played a bit faster, ie as run n guns rather than grovel n guns. I'd say they're slower than Rolling Thunder, whose low speed enhances it unlike theirs. But again that's what makes every one of them Contra.
EWJ is, well...I've been reading your updates in this thread and it seems very inconsistent with some of the titles you've listed lately, esp having trouble in Down the Tubes. (On Normal obviously--on Hard the game is a form of invasive surgery). EWJ's not a hard 1-All, as touchy as a few parts can be; even including the Lights Out section shouldn't turn the game into a gripe. I'd rate the last lv of Mickey Mania harder than anything EWJ presents, thanks to Mickey's tendency to duck and double-clutch jump. And you beat that on 2 or 3 systems in a row.
Getting the emeralds in Sonic 2 is extremely easy, even with Tails (who really makes no difference); far easier than completing it, and on that head more fun too.
You're right about that barrel part in Mickey's Ghost lv, it is somewhat broken.
Stupid difficulty spikes; autofire in shumups not firing fast enough; annoying minigames which must be completed in order to progress; no mouse+keyboard support in console games (Skyrim I'm looking at you); games based on movies; bullet-time effects (it got old after Matrix).
time limits really kind of bother me. not for racing games, but something like a platformer or side scrolling fighter. sometimes i look at the top of the screen, see a timer and roll my eyes at it like c'mon... why can't i just enjoy it at my own pace? then sometimes, they have time limits for no reason because you'll never run out of time completing a stage, so why have it there at all?