Outside of the fishing nonsense, it's how I played the game and part of why it left such a deep impression that even 3 years later I'm screaming from the rooftops that everyone should play it. The fishing minigame near the end was nearly impossible and the cooking minigame made it unviable unless you were in the right state of mind. You could only heal significantly by being a sitting duck and forcing Gail to eat faster while you were open for attack so it made healing unviable for most players during boss fights. The game had a rather strict battle system with very limited range, I'll take for example my GotY 2020 : Phoenotopia Awakening Let's be honest the Datels of the world made a mint back then on the backs of Action Replays and GameGenies because people absolutely love playing games the way they want.Ī game being too set in its wanted experience can negatively impact the experience of players. Reflected here, in a thread where people either say Q2's level design isn't that complicated, or that they need this feature to get into this sort of game, or an inbetween of a nice-to-have they don't want/need to use too much. But SS2's hallways twist me around in circles and annoy me to this day and I've otherwise loved it for well over decade. Deus Ex 1's weirdest levels are muddy and often more bland than Q2 and I don't mind them a bit. I like (some) immersive sims with far more complicated level design and often turn their markers (if they have them) off, and get annoyed when I can't. I love this genre, love id games, love their encounter design and even their level design within combat, have spent probably an embarrassing amount of my life in Doom 1 & 2 base campaigns alone, but still routinely forget where to go in their later levels.
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