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Post by Discoalucard on Nov 11, 2015 20:52:18 GMT -5
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DarkShingo
New Member
Intellivision Forever
Posts: 9
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Post by DarkShingo on Nov 11, 2015 22:18:14 GMT -5
I'd like to play it to try exactly how this difficulty works, but I don't find getting frustrated for the sake of creating an artificial challenge "fun", per se.
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Post by 🧀Son of Suzy Creamcheese🧀 on Nov 12, 2015 14:24:56 GMT -5
What's going on with the resolution of the screenshots in the article? I'd like to play it to try exactly how this difficulty works, but I don't find getting frustrated for the sake of creating an artificial challenge "fun", per se. What makes you think it's different from regular difficult games?
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Post by Woody Alien on Nov 12, 2015 17:29:07 GMT -5
Seems interesting, I already put it in my Steam wishlist some time ago. However, after reading the article, I'm not sure if I want to buy it... I'm afraid it will turn out like "Castle in the Darkness", another retro action-platformer with lovely pixel graphics I bought that turned out too homicidally difficult to be enjoyable.
Little nit-pick: Pixel Blitz is spelled "Pizel Blitz" in the info box.
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DarkShingo
New Member
Intellivision Forever
Posts: 9
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Post by DarkShingo on Nov 13, 2015 0:35:15 GMT -5
I'm afraid it will turn out like "Castle in the Darkness", another retro action-platformer with lovely pixel graphics I bought that turned out too homicidally difficult to be enjoyable. I don't know why many (not every of them) new games have this idea that to be genuinely retro they have to ramp up the difficulty to Battletoads levels (and not the Turbo Tunnel, the real difficult ones).
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Post by Gendo Ikari on Nov 14, 2015 7:51:56 GMT -5
A stupidly gross misconception of many "neo-retro" developers is that players during the 8-bit era not only refused anything with a less than hard difficulty, they liked to feel "punished" unless they played perfectly. The results are often games that do not know the difference between challenge and simple frustration. The fact the article itself recommends to use the bow in this game, so one can keep distance and take a more prudent approach, doesn't bode well.
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Post by Elvin Atombender on Nov 14, 2015 9:09:47 GMT -5
I'm afraid it will turn out like "Castle in the Darkness", another retro action-platformer with lovely pixel graphics I bought that turned out too homicidally difficult to be enjoyable. Don't get me started on Castle in the Darkness! I remember I had to give up in frustration after dying repeatedly on the same spikes in a room which required pixel perfect jumping. The thing that irks me the most about CITD is that it deceptively starts as a fun old school platformer only to slowly devolve into a clone of I Wanna Be The Guy. The most ironic thing is that I purchased it along with Muri, which instead is a great example of retro done right.
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Post by Woody Alien on Nov 14, 2015 13:59:57 GMT -5
It seems that most devs have rose-tinted memories of games of times past and don't understand the difference between "hard but fair" and "cheap difficulty". Castle in the Darkness, as Elvin Atombender noted, starts fair but then becomes cheap, putting too few save points and adding lots of spikes and pixel-perfect jumps everywhere. Others like the Angry Videogame Nerd game are just cheap, what with all the insta-kill blocks and forced scrolling. Speaking of old games, I tried Namco's two Baraduke games and they are just bullshit: enemies randomly appearing from everywhere, almost no mercy invincibility time, bonuses only obtainable at random... And the second one doesn't even have extra lives, one hit and you're dead!
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