Split Fiction

Split Fiction

Voir les stats:
Make a difficulty setting....
If this is like takes-two, which by the way would have been incredible had it been more difficult, where the majority of the game is just plain easy that's really disappointing. It takes two had so much potential but fell so flat for me just because of how easy it was.
< >
Affichage des commentaires 1 à 7 sur 7
not everything needs to be souls like:steamfacepalm:
NAW im a big fan of one life game modes and souls like stuff this does not need to be harder if you cant enjoy the story and the diff game styles you get to play then your missing the point of the game
Naoe a écrit :
not everything needs to be souls like:steamfacepalm:
I didn't say souls like. I just don't like extremely easy games
The game is heavily focused on story, and is generally forgiving in terms of difficulty. The point of this particular game is not to challenge players, but to facilitate a narrative experience. Not every game can be for everyone, and it sounds like you might not enjoy this one.
These games are meant to be enjoyed with a friend or partner, usually one that doesnt play many games. go do the laser puzzle for the real challenge
CrashedHaven a écrit :
These games are meant to be enjoyed with a friend or partner, usually one that doesnt play many games. go do the laser puzzle for the real challenge
Still, an option were you need to start from the last checkpoint when one of you messes up would make the game more attractive to "experienced" players. I played It takes Two with a friend and we were extremely bored, we only finished it because our viewers wanted us to.
Now I'm playing with my wife and while she finds bosses stressful and passages annoying where she can't keep up and just straight up dies, I don't know if I should tell her how boring the game is to me.
Dernière modification de Matze; 29 mars à 0h11
Matze a écrit :
CrashedHaven a écrit :
These games are meant to be enjoyed with a friend or partner, usually one that doesnt play many games. go do the laser puzzle for the real challenge
Still, an option were you need to start from the last checkpoint when one of you messes up would make the game more attractive to "experienced" players. I played It takes Two with a friend and we were extremely bored, we only finished it because our viewers wanted us to.
Now I'm playing with my wife and while she finds bosses stressful and passages annoying where she can't keep up and just straight up dies, I don't know if I should tell her how boring the game is to me.
I'm confused about how this would make the game better or more interesting. So let's say we get a "hard" mode where a section restarts if one person makes a mistake. Having to repeat a section a dozen times because your partner keeps failing isn't going to magically make that section more fun for you.

"Send-back" mechanics don't make a game harder, they make it take longer to finish. It's a way of artificially extending a game's run time without actually making it more challenging.
< >
Affichage des commentaires 1 à 7 sur 7
Par page : 1530 50

Posté le 7 mars à 17h06
Messages : 7