I was very excited when the cyberdemon turned out to be a straight-up (two part!) boss fight.
I also like the cute worm demons
I was very excited when the cyberdemon turned out to be a straight-up (two part!) boss fight.
I also like the cute worm demons
I understand what they were going for with the sense of superpowers, I enjoyed it too like that. It just needs to vary it up though. It’s one thing to make me OP with a temporary overcharge or a limited-ammo weapon, it’s another thing for me to be OP 95% of the time.
[quote=“zeno, post:2799, topic:68, full:true”]also, you know, we can play on difficulties higher than hurt me plenty, and i don’t think we’d be saying all the same things then.
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We would though, I can say personally that it holds for UV, and I know that ultranightmare players start to breathe easier after Lazarus because the worst is over (and some UN players have started to play with self-imposed powerup restriction challenges).
Yeah, that particular fight is the best one in the late game. It’s down to the map design, cramped and vertical. There’s a bit too much BFG ammo in there but it’s still nontrivial to abuse effectively.
huh, well i stand corrected. will still stand by my argument that a game can become easier as it goes because of gratifying powers that are fun to wield and still be really fun to play. or maybe more specifically just that nu doom is a game that proves this (to me) even as i come to it from still feeling that dsouls and bloodborne are basically the greatest video games i’ve ever played. i’m probably thinking about it in a much, uh, cheesier (because DOOM) way: you’re not roleplaying, you are the fuckin’ d o o m s l a y e r. maybe nu doom stands out in this way to some extent.
even with the BFG at the ready i don’t think i ever felt OP when i played the game for the first time on nightmare. i don’t really know how to approach the gulf between my experience and yours and where difficulty options play into this, but it seems irresponsible to not at least acknowledge the ways in which one’s relationship with a game of this type isn’t necessarily representative.
honestly i kind of agreed with vic and what he was getting at when he was talking about the game (and most shooters (and most high-profile games in general)) not really being designed around the “normal” difficulty level.
Btw, if anyone is interested in the new DOOM but can’t hope to run it, but can run newer DOOM WADs, you might be interested in this:
It looks really cute! This is a teaser trailer but the thing is actually out now. It’s not intended as a 1:1 imitation, so glory kills are out, and non-weapon upgrades are removed. This may work better to some people’s preference. Also, Doom64 pinkies.
legit. nu doom may have crippled its own modding potential, but at least it spawned this!
Basically they went back and forth with problems in picking up another weapon for dual-wielding vs. picking up weapon ammo. This doesn’t really make sense to me, but he also justifies it as being ‘adventurey’ and describes an older, and more complex loot system. I’d guess that’s a big part of it; they wanted to emphasize collecting and acquiring over being an automatic, well-greased kill machine.
I feel like the degree to which experiences of difficulty differ is not so much due to technical skill as the stereotype would have it, but usually comes down to “the knowledge” and whether players intuit, learn from others or luckily stumble upon it. Especially in games like this one with a lot of tactical options that have only received a superficial level of balancing. There are some particularly strong rune synergies and weapon masteries and my assumption was that someone attempting Nightmare would already have found them, maybe you jumped in without doing the experimentation though.
(I can’t play Nightmare myself because I’m on console and the game doesn’t really tolerate taking a bit too long to aim, I’m just going by some streamers I saw play UN, and was actually somewhat surprised to find that their experience of the difficulty curve was the same one as I experienced on both HMP and UV.)
beat super mario land (regular and expert mode or whatever it’s called) and at times it almost feels more like a passionate pirate clone as opposed to a nintendo game
been thinking about the ds launch lately, kinda thirsting to play kirby canvas curse again
what a splendid piece of entertainment technology
Super Mario Land is a really fascinating branch for what different kind of lessons someone can take from SMB than the ones Nintendo decided on.
For the stupid amout of re-releasing and re-mastering they do with Mario, I’m actually pretty sad they never game SML 1-3 a new coat of paint and brought them forward.
Like the idea that what Mario needs is a casino-style minigame that randomly bestows you lives. All of the SML games have this, and DK’94 too. I think it’s only in SMB2US in the mainline Marios. (EDIT: there is some similar stuff in SMW too.)
As an antidote for the crappy game I played earlier today, I played this, which was gud http://amomentofpeace.net/Games/OpenSorcery.html
I’ve been really curious why they never bothered to do this. A remake of SML2 could be really neat.
There is some amount of this in SMB3, too, though it’s of a slightly different character than the GB games.
The 64 era is when Nintendo dropped its fixation on slot machines and other gambling devices?
Yeah there’s some of it in the Zeldas too, come to think of it. Although NES Zelda’s version of it is almost in the spirit of teaching kids what will go wrong if they gamble, maybe because it’s the most directly casinolike (in most of the variants, there’s no initial investment). Those minigames are where Nintendo’s history with amusement park style games shows through the most clearly. I guess they made the decision to contain that stuff within the Mario Party series later on.
Possibly there is a localisation issue these days with including gambling mini games, since countries like Australia frown upon gambling in children’s games. I reckon if certain politicians get their way here, we could see games like pokemon or Mario party slapped with R ratings simply because they have a slot machine somewhere.
It’s not quite that bad yet, but Nintendo probably want to avoid their family friendly games having gambling warnings plastered on them
yeah that’s why Pokemon stopped having game corners in the DS games. the GSC remakes replaced them with a decently fun minesweeper clone
Probably for the best, since my memories of getting Porygon in Pokemon Blue was not very pleasant