![]() ![]() ![]() There's nothing wrong with wanting an easy game, unfortunately because the majority of people are in that casual group, that's we end up getting with lazy higher difficulty scaling.Īlso, Fuga: Melodies of Steel -is- a ridicously easy game, to no one's surprise. It's the same as not liking a job like being a lineworker pressing a machine and instead preferring a job that keeps you engaged and thinking. Some people simple actually like the interactive portion of games and want to engage with all its systems instead of mindlessly going through the motions because it's so easy nothing matters. At least, that's what I hope the game goes for because if not, it'll likely just boil down to having to use NG+ stats or something which isn't fun at all.ĭon't mistake a desire to be challenged as being tryhard. Decide to just take the "easy" path all the time and the game proceeds to curbstomp the player mid/late game so hard you have no choice but to use the soul cannon multiple times because of the player's laziness. Doing a more dangerous route puts you in more immediate danger but the potential XP and item acquisitions you earn from surviving gives you a big edge on future encounters. What I'd like to think the difficulty loop comes from aside from various difficulty modes is the game trying to make the player decide risk/reward aspects how the whole branching path system works. ![]() I don't entirely disagree, but I'm willing to wait and see how the game turns out instead of being as tryhard as him for non existent Steam "karma". It is so much easier to increase damage taken by X% and reduce damage dealt by Y% than to do things like alter enemy AI, reduce telegraph times, change a level's design. ![]() Originally posted by Nersius:Come on guys, just because his top group is for a site dedicated to swapping creepshots of children doesn't mean that they don't have a point about difficulty options. ![]()
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