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Rapportera problem med översättningen
If anything, these videos (yes, I watched them fully) contradict your point.
AHIT was already degamified. It came without a scoring system, has a built-in developer mode, and really just reward messing around rather than having to do absolutely everything in a level (that's completely optional).
As for Death Wish, the speedruning portions ARE consistent. Every time you jump, the timing of your jump always results in the same distance - and speedrunning areas like the rifts and the train always have the same environment with the same obstacles revealed at the same time, so even the world around you is consistent.
The problem with Death Wish was that it was geared not at master players, but at grandmaster players. While it didn't intentionally keep glitches, it did suggest specific routes; the best example being the pon collection, as there's very few routes you can take that let you gain more pons than you lose. But this is a balancing issue, not bad design.
AHIT was already a great speedrunning game because it was designed to be extremely simple, while also both versatile and consistent. Death Wish content is optional; it's only for those who want to test themselves, not those who aren't good at the game.
Now, I DO believe that DW content should count as only percentage OVER 100, and that Act 2 of Chapter 6, while pretty easy after enough tries, is inherently unfun. And, of course, some DW boss content should be fixed, as well as pausing (menu, hat select, any form) also pause the stopwatch, but overall AHIT is already "fun at its core" and the RNG stuff does not exist in the speedrunning sections, so your argument is invalid.
I didn't state my point. At all. You just made it up in your head.
Both of these videos are about Death Wish, not about the base game.
My point was: if people want to play with cheats, it's their full right. Especially when developers are actively trying to make their life unfairly miserable.
Because, let's face it, RNG is rampant in AHiT's DW. The C6E2 and Mafia boss battle are exceptionally brutal examples of this.
But the list would not be full without listing the flaws of particular levels. The long-distance jumping segments in Mafia Town are unforgiving and require stable framerate, which is impossible in most of the cases due to heavy use of shader effects you can't even turn off. The worst offender in effects department, however, is Rift Collapsing challenges - they are nausea-inducing (I almost threw up after 30 seconds of playing it) and absolutely disgusting from the visual design's standpoint.
Collect 100 pons, however, is an example of hair-tearing bad mechanics. You lose pons much faster than collecting them.
In conclusion, with current state of DW, modifications are absolute necessity for a major fraction of players if they want to experience the "full versions" of the challenges without inhumane requirements and relying on pure luck of RNG.
win-win.
Good luck to you if you choose to do so. It's really fun to learn and master the levels as intended. Hell, it's extra spicy doing both bonuses in a singular run
Thanks for the replies. It was mainly the sub objectives that where infuriating like beating the level in 7 jumps, completeing a level without taking a single hit,not using your hats or umbrella and the EX boss rush I couldn't even pass the first boss let alone the rest.
I don't normally cheat in games and only do it when it is possible without using outside files and goes from being infuriatingly fun/addictive to just infuriating. It's why I enjoyed returning to Touhou fantastic danmaku festival for at least 4 days before I beat the extra boss (my first extra win) and why I am now half way through my second runthrough of Horizon Zero Dawn on Ultra hard difficulty.