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  1. matt0


    I'm obsessed with the way they draw shadows on the characters in the first two story arcs of JoJo's Bizarre Adventure. Like they just draw straight lines with a ruler and shade everything on one side of the line. It's an oddly stylish, minimal touch for a series that's otherwise completely lacking in restraint. Also, I finished watching the Battle Tendency arc a few weeks ago. One of the most deeply strange things I've ever seen. JoJo recreates that feeling of catching the last 30 minutes of some random Manga Video licensed OAV on Channel 4 in the mid 90s and having no frame of ref
  2. It wouldn't necessarily be with the intention of having you experience all the difficulty levels, just that you could find the one that worked best for you. Although when I had infinitely more time when I was younger and access to less games that was how I'd play most games, finish it on normal or easy first and then work my way up. I still do that if a game is short and something exceptional. Recently with Huntdown I went through first on normal, a second run on normal to get 100% completion and then a non-completionist run through on hard. The big assumption in my previous post i
  3. But if there's difficulty levels doesn't it make sense to assume that (if there is a single auteur behind the game) they want you to use them as much as it does to assume that there is one single baseline option and the rest are tacked on? That doesn't mean you're not free to always default to normal, but depending on the type of game, if you feel you want more challenge, if you feel you want less, it feels like you're potentially denying yourself a better experience. Also calling FPS difficulty levels by daft names could easily be a conscious creative choice (also poss
  4. There's three moments in Halo 2 that justify playing as the arbiter to me:
  5. There weren't many Amiga games coming out in the mid 90s and I remember this one had huts in!
  6. Cool, thanks for having a look, maybe it's out there somewhere and will resurface at some point.
  7. Is there a write up or articles on this anywhere? I'd love to know more behind the scenes stuff.
  8. Cool. I don't know if the PS5 let's developers manually exit back to dashboard (last Sony hardware I owned was a PSP...), but on the player facing side of things adding an option to end session to the menu seems pretty straightforward once all the hard behind the scenes stuff is implemented.
  9. Also, separate to Returnal save and resume stuff, having had a bit of time to think over and digest the past weeks worth of this thread and my own contributions to it: Can we all stop jumping to the conclusion that people who think Dark Souls shouldn't have an easy mode also don't want disabled people to play video games? Or putting two and two together and concluding that people arguing for difficulty modes in games that don't already have them want to eradicate all skill based gameplay, or want to prevent making any games which can't be played by blind people? A few d
  10. That makes sense. I guess the quickest, dirtiest fix once the save state functionality is up and running is to just autosave in the background and let the player exit / shutdown any way they want. How does the game work if you want to abandon a run halfway through?
  11. I probably won't get to play Returnal for at least a year unless there's a PC version but from podcasts, discussion online etc. my understanding is this is an action Roguelike, mechanically it's not doing anything different with permadeath and restarting than the rest of genre? Save and resume, out to main menu, your save file is deleted when you reload. The genre standard. This was a thing that was solved in the early 80s. It's an issue of basic functionality that's got wrapped up in the wider debate about difficulty. I can think of a few action Roguelikes
  12. The Skate to Assassin's Creed's Tony Hawk's? (not a sentence I ever thought I'd write...)
  13. Of course, but it's the experience of learning and improving your skills I was talking about and wanted to get across. I'm not saying that it's an exactly identical experience from playing at different difficulty levels, I agree, it's obviously different. Your post seemed to be suggesting that adding difficulty levels was removing the need to learn skills and that's what people were arguing for though. That's the exact opposite of my position, although if it's how some people choose to use them, I don't really care.
  14. I can't argue with what you're saying here, I completely understand where you're coming from, my philosophy on game design is just different. But... ...there's still this. At some point you've got to accept that people in this thread arguing for difficulty options aren't arguing for removing the need to learn skills. Like I said in my previous post, most of my gaming time is spent playing stuff which is going to offer me resistance or push me. I don't really care what difficulty level someone chooses to play Streets Of Rage 4 on (to pick a random g
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