5 ms·
Difficulty systems in the 70s and 80s were famously for eating quarter rather than based on any actual game design philosophy. Not exactly a comparison I think
by UncleMeat 5y ago
Difficulty systems in the 70s and 80s were famously for eating quarter rather than based on any actual game design philosophy. Not exactly a comparison I think is worth making.
The "just learn the boss" argument is also somewhat frustrating given how frequently there are long ass walks back from bonfires to boss doors. Dying a bunch to learn the tells and attack timings is much less attractive when it takes minutes to go from a death to your next attempt. Compare this to something like Hotline Miami where you are playing again instantly. Much better option there.