
The image is appropriate.
When I somehow cleared one of Mario’s special courses, I was like, “Take a look at this, you jerk!!!”
That’s basically how STG works.
Did Iwanna become popular? Mainly for watching it in videos.
I wonder if death games are still popular now.
It’s more of an instant-death game.
I think there is a certain level of support for things like dying and retrying on the spot to face strong bosses repeatedly.
A game where you can die quickly and retry quickly is great, isn’t it?
When the checkpoint span is short, it surprisingly doesn’t build up much stress, even if it’s difficult.
I wished the bracelet in the thread had at least some magic on it.
Ghosts ‘n Goblins raises its difficulty by having poor controls, which is quite extreme by the standards of the Famicom era.
The bike one is nice, isn’t it?
I remember clearing the thread image after about four years when I was a child…
Dying is fine, but please make retries as easy as possible.
There was a time when every time you retry against a boss, you had to watch a movie and do a QTE…
I couldn’t defeat this guy who insisted on shooting a snot beam with his bracelet.
Chasing bullets are just so easy and fun.
Bullet hell STGs do bring a certain joy, but there are too many games where my skill falls short until the end, and I end up giving up.
When I first cleared noita, it really felt like that.
If you are pushed down by the boss character, you have to climb back up and start the boss battle again!
There are occasionally games like that.
Time! There’s not enough time!
I don’t dislike difficult things, but I hate the task of returning.
You can rephrase it as “I like Celeste but dislike pots.”
That’s why I love you X6.
I’m currently playing Bubble Bobble on the Switch, and I’m really stuck on level 51. How am I supposed to clear this? I’ve spent precious hours on a Sunday just figuring it out, grumbling and groaning.
Sometimes there are games that are genuinely impossible to clear…
The NES version of Ghosts ‘n Goblins sold well despite its low port quality.
Sekiro felt exactly like that.
It really took a long time to defeat Genichiro in the mid-game…
In the past, there wasn’t an environment for high-difficulty games to become popular.
You can keep retrying after dying right there.
The journey is long and truly not enjoyable.
It was a way of enjoying things that could only be done when there was extra time in real life.
I used to be able to do it, but now that I’m old, I don’t feel like I can clear Crash Bandicoot.
In the old high-difficulty games, the distance to be sent back upon dying is ridiculous.
I enjoy high-degree-of-freedom death games.
Using a hit-and-run tactic to chip away little by little, or alternatively sneaking in close to successfully launch a rush.
I think the difficulty of the Demon World Village series is largely due to the challenges in adjusting the jumping mechanics.
Resurrection Pattern
I think the good thing about the X6 is its diversity, as it can be played at both super easy difficulty and hardcore difficulty.
Anything Goes Zero and Normal X are not the same difficulty in the game.
Countless derivative Iwana that emerged when Iwana became popular.
I learned about the pros and cons of death games.
The restrictions of jumping with a fixed jump height are somewhat the same regardless of size (no double jump, but able to shoot up and down).
It depends on fine adjustments and the balance of the stage.
I hate it when, after following a thin line, there is an unexpected kill that takes me by surprise.
However, the initial version and the big one move quite nimbly, so if you remember that well, you’ll become quite stable.
It’s great that the controls are as comfortable as in SEKIRO, retries are easy, but it’s still challenging.
But I won’t forgive the ninjutsu of the crappy camera!
If a game allows you to practice so that you can clear it by putting in effort, eventually you will become dissatisfied.
I remember playing Ghosts ‘n Goblins for the first time and dying a lot over a few hours, and when I finally finished the first round, a princess-like character came out saying something like, “Please do another round,” and I felt like I was about to lose it.
I think of it as a traditional thing… now that I think about it.
In recent years, SIFU has been the most enjoyable “die and retry” game for me personally.
There was also a bit of a GODHAND flavor…
I defeated the mid-game boss, Gen-chan, when I was absolutely worn out.
In the end, if I can’t do it without taking damage, I might think I should just give up because I’m not feeling well.
I enjoyed SEKIRO, but Goku was not that great.
I thought it would be impossible for a Contra-style game to do something like this, but as I put more effort into it, advancing through the levels that I could clear became the true enjoyment.
The boundary between absurdity and high difficulty is subtle.
It’s hard to draw strict lines, but one thing I can say is that a type of high difficulty where the opponent’s attack and defense speed values are simply high and there are no openings tends to become unreasonable.
It usually happens every time when I do something like Hades.
I longed to clear the second round of the STG, but it was impossible.
It’s long!
You can make the boss as strong as you want.
What is more important is how easy it is to retry.
The return of Ghosts ‘n Goblins has a spawn of enemies that isn’t normal, making it difficult, right?!
The repetition of trial and error is strangely addictive.
Super Ghouls ‘n Ghosts was tough to clear with the bracelet.
Stop the distance attenuation.
The latest one, the Nine Sole, was the best.
It’s easy to retry and the difficulty is just right.
The high level of retriability directly connects to the comfort of the game.
Playing a platformer that doesn’t allow jump adjustments feels absurd now, and it makes me lose the motivation to try hard.
I dislike long games that involve backtracking.
Isn’t the return to the demon world village just high difficulty and unreasonable?