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Why is Nuclear Throne so much better than Enter the Gungeon?
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# ? Mar 21, 2019 14:56 |
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# ? Jun 6, 2024 00:39 |
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How about: it's OK for some games to have an easy mode, but if a game doesn't have an easy mode it's not trying to hurt your feelings. You gimp. You utter shitstain
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# ? Mar 21, 2019 14:57 |
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Over There posted:Why is Nuclear Throne so much better than Enter the Gungeon? 'cause it's all killer no filler.
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# ? Mar 21, 2019 14:57 |
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Over There posted:Why is Nuclear Throne so much better than Enter the Gungeon? I've only played a small amount of Nuclear Throne but I think it's because of how much smaller each level is. It's a lot faster, so losing a run doesn't feel like you've wasted a half hour.
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# ? Mar 21, 2019 14:58 |
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Over There posted:Why is Nuclear Throne so much better than Enter the Gungeon? Nuclear thrown is a twin stick, Gungeon is a slow-paced bullet hell that looks like a twin stick.
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# ? Mar 21, 2019 15:00 |
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neat, sounds like I'll like it much better.
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# ? Mar 21, 2019 15:01 |
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I like gungeon but it's slow and kind of a drag a lot of the time. Nuclear throne on the other hand is 100 percent fun and engaging all the time. Also the guns feel piddly and weak in GUNgeon, whereas they have a real sense of heft and power in NT. It feels so much better to play, much shorter runs help with this too. Once you know the game, you can usually get to the last boss in what, 40 mins to an hour?
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# ? Mar 21, 2019 15:01 |
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I like difficult games but I don't like having my time deliberately wasted with long stretches of ultra punishing twitch gameplay. Doing something over and over and over and over and over until pure muscle memory carries me through is not that rewarding to me. I'm already well aware that I can become good at something if I do it enough times. That stopped being satisfying a long time ago. I prefer slower gameplay where hard situations can become easy through perception and strategy. Fast paced; very punishing; long stretches without checkpoints: pick two. If you pick all three, your game is basically a form of masochism.
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# ? Mar 21, 2019 15:04 |
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japtor posted:
If there are any other trials players on my Friend code is SW-3216-3923-0904 Im spends half my tiny amount of free time on Mario + Rabbids And half on Trials
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# ? Mar 21, 2019 15:04 |
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asecondduck posted:I'm not arguing that there shouldn't be some barrier for entry for games. There's a small set of skills you have to have to play most games. My wife can't play most games because, for whatever reason, she can't wrap her head around the concept of moving a camera and the player character at the same time, and anything fast paced because she doesn't have the reaction time. You have infinite tries on a SNES, too, you just lose more progress than you do with a save state. You could have had the same experience (like the rest of us who grew up having to learn it on a SNES) by not cheating. The conditions of winning a stage in Cuphead is to beat the boss, all the way through from the start, in one play. That's how you win. If you can't do it, you don't win.
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# ? Mar 21, 2019 15:05 |
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Volte posted:Doing something over and over and over and over and over until pure muscle memory carries me through is not that rewarding to me. That's fine, that means you don't like this specific subgenre of difficult games. A lot of people do, though and Cuphead is absolutely about this gameplay loop at its very core. That's the point, and no one should be "walking in surprised" because 30 seconds of Google will tell you everything you need to know Like someone else said, not everything has to be for everyone and it sounds like you're aware that Cuphead isn't for you!
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# ? Mar 21, 2019 15:07 |
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It’s weird how much gamers get wrapped up in how hard a game is, going so far as to get mad at Modes they don’t even need to interact with existing. This same argument happened when Mario added that baby mode
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# ? Mar 21, 2019 15:07 |
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Volte posted:[...]your game is basically a form of masochism. Yeah? I don't think anyone is denying that.
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# ? Mar 21, 2019 15:08 |
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all games should have an easy mode, but if you choose to play it the game sends an email to everyone you know detailing what a big cowardly baby you are
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# ? Mar 21, 2019 15:09 |
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Cupheads Easy move would be better if it were called "training" mode since you can't actually progress through it, but it does kind of give you a picture of what the boss is like and let you practice.
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# ? Mar 21, 2019 15:10 |
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For what it's worth, I'm playing through Rayman Legends again and I love love love how forgiving the game is, with the flutter often able to save you if you gently caress up a jump, and the very generous checkpoints, especially during boss fights. If you're a platforming god, you'll never see or use those additions. Heck, getting an extra heart on the load screen is completely optional. But they're there if you need or want them. It's also never reliant on checkpoints--you have the skills, you can beat an entire level the first time through. At the same time, unlocking levels requires you to put in at least a small amount of effort collecting Teensies, so you're incentivized to go beyond just beating a level.
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# ? Mar 21, 2019 15:10 |
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help my mind won't stop exploding over the fact that the necrodancer devs are making an official zelda-spinoff game
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# ? Mar 21, 2019 15:11 |
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I do agree that Cuphead should just let you beat it on easy mode if you want to, especially since the mode is already integrated into the game. Back in the day, blocking off endings to harder difficulties was a blatant attempt to stretch playtime, it's not like it was a deliberate artistic choice or anything
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# ? Mar 21, 2019 15:12 |
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Your Computer posted:help my mind won't stop exploding over the fact that the necrodancer devs are making an official zelda-spinoff game does it have an easy mode (Yeah the crossover seems great and totally out of left field)
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# ? Mar 21, 2019 15:13 |
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asecondduck posted:For what it's worth, I'm playing through Rayman Legends again and I love love love how forgiving the game is, with the flutter often able to save you if you gently caress up a jump, and the very generous checkpoints, especially during boss fights. part of the entire appeal of hard games is the pressure of failure
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# ? Mar 21, 2019 15:13 |
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asecondduck posted:For what it's worth, I'm playing through Rayman Legends again and I love love love how forgiving the game is, with the flutter often able to save you if you gently caress up a jump, and the very generous checkpoints, especially during boss fights. I never noticed any checkpoints during boss fights at all. I feel like I had to start from the beginning every time
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# ? Mar 21, 2019 15:14 |
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HJE-Cobra posted:Those boss fights in Cadence of Hyrule are definitely named Gleeokenspiel and Guitarmos knights. Digeridogger
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# ? Mar 21, 2019 15:15 |
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Feels Villeneuve posted:part of the entire appeal of hard games is the pressure of failure See, I don't believe that. I think that the appeal of hard games (or hard anything) should be in being able to play that game well, and usually the best way to do anything well is through practice. Imagine if, while learning guitar, you had to start the song over from the beginning again if you made a mistake. But that's not how people learn guitar. You slow down and repeat the section that's giving you trouble until you learn how it works, and then the next time though that section you should be able to play it without issue.
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# ? Mar 21, 2019 15:17 |
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asecondduck posted:Imagine if, while learning guitar, you had to start the song over from the beginning again if you made a mistake. But that's not how people learn guitar. You slow down and repeat the section that's giving you trouble until you learn how it works, and then the next time though that section you should be able to play it without issue. dude have you ever learned how to play an instrument it's like literally all repetition until you know everything by heart
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# ? Mar 21, 2019 15:18 |
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Feels Villeneuve posted:dude have you ever learned how to play an instrument it's like literally all repetition until you know everything by heart Yes, repetition of the specific part that's giving you trouble. Hence why I like the (relatively) huge number of checkpoints in Rayman Legends, and why save state abuse in SMW made me better at the game. I'll expand on this. In piano, you often learn scales to start with so you learn where notes are, how intervals work, etcetera. You start off playing them very, very slowly, then as you learn them, you play them faster. Then you move onto the different scales, chords, etc. You get sheet music for a song, say, Baa Baa Black Sheep. You play the song through, learning how to move between notes. Let's say, I dunno, the "three bags full" is giving you a particular trouble. So you play it slowly a few times, learning how that decent works. Then, once you're comfortable with it, you can reintegrate it back into the song. asecondduck fucked around with this message at 15:23 on Mar 21, 2019 |
# ? Mar 21, 2019 15:19 |
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How about we just say that a developer has a right to want their game to be played a certain way, but its a nice gesture to allow players to alter that if they so choose.
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# ? Mar 21, 2019 15:20 |
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asecondduck posted:See, I don't believe that. I think that the appeal of hard games (or hard anything) should be in being able to play that game well, and usually the best way to do anything well is through practice. Based on your analogy, you're looking for save states that let you "slow down" the action. That said, when I practice guitar I usually go over full sections/bars rather than a few notes unless it's a super tricky line or something. I guess what I'm saying is that the analogy isn't entirely 1:1
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# ? Mar 21, 2019 15:20 |
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asecondduck posted:See, I don't believe that. I think that the appeal of hard games (or hard anything) should be in being able to play that game well, and usually the best way to do anything well is through practice. Pressure of failure is definitely a big factor why I like many challenging games. Without it I would like games Fire Emblem, XCom or souls games a lot less
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# ? Mar 21, 2019 15:21 |
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Trinexx posted:Digeridogger Pipe Organon
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# ? Mar 21, 2019 15:21 |
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asecondduck posted:See, I don't believe that. I think that the appeal of hard games (or hard anything) should be in being able to play that game well, and usually the best way to do anything well is through practice. This is literally saying "you're enjoying things wrong".
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# ? Mar 21, 2019 15:22 |
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Andrast posted:Pressure of failure is definitely a big factor why I like many challenging games. What pressure do you feel in souls games? Most bosses are just a short jog away.
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# ? Mar 21, 2019 15:23 |
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ItBreathes posted:This is literally saying "you're enjoying things wrong". asecondduck posted:See, I don't believe that. I think that the appeal of hard games (or hard anything) should be in being able to play that game well, and usually the best way to do anything well is through practice. I am expressing what I believe.
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# ? Mar 21, 2019 15:23 |
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KingSlime posted:Based on your analogy, you're looking for save states that let you "slow down" the action. That said, when I practice guitar I usually go over full sections/bars rather than a few notes unless it's a super tricky line or something. it's best to repeat frequently because otherwise you run the risk of earlier sections atrophying if you don't. practice isn't about not making mistakes once, it's about doing it enough that you don't make mistakes at all (for a video game comparision, this is why I don't like Super Meat Boy, it's all too focused on getting a single perfect run rather than actually improving at the game.)
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# ? Mar 21, 2019 15:24 |
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Andrast posted:Pressure of failure is definitely a big factor why I like many challenging games. Agreed, pressure and stress in my recreational activities is fun. See: souls games, HK, etc CharlestheHammer posted:What pressure do you feel in souls games? Most bosses are just a short jog away. Pressure relative to other games. Having to actually run back is a penalty, poking around new scary areas with a ton of souls is exhilarating and addicting due to the sense of danger it creates, etc. No sense of risk or danger = no/less fun for a lot of people. This is like a super common human trait in all contexts KingSlime fucked around with this message at 15:27 on Mar 21, 2019 |
# ? Mar 21, 2019 15:24 |
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Your Computer posted:help my mind won't stop exploding over the fact that the necrodancer devs are making an official zelda-spinoff game I really, really want to read a post-mortem of the zelda necrodancer title. How involved is Nintendo? I assume at the very least, they're approving and helping guide the art style. Are they truly letting an indie run wild with their IP? Super interested in seeing how this came about.
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# ? Mar 21, 2019 15:25 |
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asecondduck posted:I am expressing what I believe. you don't seem to like hard games so i'm not sure why you're talking about what you believe the appeal of hard games is
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# ? Mar 21, 2019 15:26 |
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CharlestheHammer posted:What pressure do you feel in souls games? Most bosses are just a short jog away. Some runs are more difficult and boss fights can be pretty long by themselves so there is way more pressure on you when the boss is at low health goes onto its last phase. The pressure is there (not in a big way but it's still there) also in normal exploration too since dying can set you back quite a bit. Having some tension in your boss fights and exploration is good.
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# ? Mar 21, 2019 15:26 |
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Rupert Buttermilk posted:Pipe Organon Helmarock King Moldrum Manhandolin Jamhalla
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# ? Mar 21, 2019 15:27 |
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When I practice saxophone, I start at the last few bars and work my way backwards, I get more precise of the end and middle parts as I work backwards. Someone make a game like that.
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# ? Mar 21, 2019 15:27 |
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# ? Jun 6, 2024 00:39 |
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Imagined posted:Buildings should have stairs as steep as the architect wants. They made the building. Any argument against this is insanity. Hell yeah, and I should be able to drive as fast as I want because my speedometer goes to 140 mph. Games !
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# ? Mar 21, 2019 15:28 |