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I think the one thing that gets some people is the fact that the game is really nonlinear. You get the freedom to venture into high level areas quite early and there are several higher level bosses that you can encounter long before you actually need to defeat them. Usually if you go explore some other area in that situation, you're gonna have an easier time and when you come back later, the boss won't be as difficult anymore.
Honestly anyone who picks and pays for a game without doing his research or at least looking at the genres before he buys the game has some screws lose. Because there really has to be something wrong with people who buy games than complain those games are not what they wanted when the tags and trailers already did show what type of game it is.
People who play game to improve their sense/awareness/reaction are mean to be respected
Out of the whole roster of bosses in this I probably felt a challenge from like 4 or 5 bosses cause I was doing them way below their required level.
The only boss that actually forced me to learn patterns and only barely was the first sword or knight (can't remember the name) that resurrects.
Thanks a lot Asakura Shinichi and AminoAcid. Your responses put my mind at ease. I'll pick this up while it's on sale now.
So basically a lot of the games difficulty is based on how much YOU yourself want the game to be challenging. If you want a game where you can explore a really big map freely and get rewarded constantly by exploring and checking every nook and cranny than this game is perfect for you.
Thanks! I really enjoy exploration and always worry about it being roadblocked by very difficult bosses. It's happened to me in previous metroidvanias - most recently in 9 Years of Shadows. Really beautiful game, I loved the presentation but sadly I never finished it since it didn't offer much to mitigate difficulty if you were struggling. Glad to hear Afterimage has mechanics in place. I totally understand many players enjoy challenging games but I always appreciate games that let players customize the difficulty. It can help make an indie game, even just a little more successful, if players can enjoy them in their own way.
That's good to hear; death isn't as punishing. I'm looking forward to this now. It's sounding more like what I enjoy in a metroidvania! Thanks again for all your responses.