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Fordítási probléma jelentése
That might apply to some of the games, but Donkey Kong Country Tropical Freeze is considered very difficult. If you haven't played it you really should. I found this article on the topic:
I whined and complained about that game, too. But I stuck with it and finished it, and I'll do the same with Hollow Knight.
i think i do, and those games, too, have this problem. lets say like touhou that gets its share of "ooh its so cute .... wait a minute, i died in the first stage, wtf?!"-crowd. but i give it to japenese games, since that art style is the norm in that part of the world. this game on the other hand, couldve used more gritty and dark style (lets say something like a mix of what already is and darkest dungeon) imo. less of these anime kawaiii cutie cutie-people.
and no, im not s***ting on anime.
The boss fights though can be managed with the proper upgrades and equipment. Only the dream nail bosses and laser dude 2.0 are a true pain to beat. Particularly Lost Kin made me cringe at first, so much so that i decided to leave it for end-game and just go exploring some more instead. And guess what? You eventually get an item, Shade Cloak, that makes that boss a cinge. I simply wasn't ready back when i tried to fight that boss so it was entirely my own fault that i failed. And after all in all 30 attempts and trying out every possible charm combination i did eventually triumph. The lesson here is don't fight bosses or go to areas you are not supposed to or of course you're going to have a hard time.
And the death mechanic itself i don't find all that punishing. Mainly because the game throws Geo at you any chance it gets anyway. About halfway through i couldn't even find anything to spend all my cash on anymore. Agree that backtracking sucks though, would one bench right in front of every boss room have been too much to ask for?
Also, as for death shades being in areas difficult to reach, that happened to me as well. Shade hanging out right between spikes. So yeah I too went with the "go get killed on purpose in an easier area" solution before i learned what rancid eggs do. Yeah you lose your Geo but as i said, Geo is overrated.
And as for the controls, gotta give it to the OP there were very few instances where i didn't feel like my button input registered properly. Could be my controller's fault, i dunno. But except for those rare times i found the controls to be very pleasant and fluid. Btw Downwards strike may not be as integral as in say Shovel Knight or Rogue Legacy but i highly recommend mastering it early. Makes bosses much more manageable.
So true about mario games atleast the new ones, they are very targeted towards instant gratification, they are no doubt very fun platformers, for example I loved galaxy because of the unique mechanics and space theme but there is a time and place for those kinds of games as well as more challenging games like this one.
What? Ok now I am scared to save all the grubs.
You paint a glowing picture of the game when I encountered similar issues. There is a lot of inconsistency with some of the design elements that bog down the gameplay. Exploring the environment will often take you on wild tangents through the map, and this can cause frustration due to the loss of progress the player recieves. For example. The seemingly random and inconnvenient placement of the some of the NPC's despite the fact that there is a hub area (the "soul" retriever, the special item merchant, and the skill merchant come to mind). I had a point where I literally did not see a bench for 20 minutes, and to access the nearest bench was a 5-6 minute walk.
The game is pretty. it is fun. Its not perfect. We shouldnt paint the picture that it is somehow completely balanced and fun. Its a good game that has some serious design flaws in the mid game.
Also, White Castle? Get outta here with your Meatboy nonsense. Why is my Metroidvania suddenly a platformer goshdangit.
That's the point of a Metroidvania. Figuring ♥♥♥♥ out and wandering aimlessly for a while till you do so.
It's been a long time for a game that totally pisses their players off without using a difficulty slider.
That is just it, it is balanced if you explore the right areas, the game shines on not holding your hand this should of been clear in the first 2 hours people could of easily refunded they have no right to complain.
Your meant think hmmm perhaps there are abilities that will make these monsters easier or charms, I should explore somewhere else first.
Hey man, thanks for the message! After reading it, I checked some let's play on youtube and it does sound amazing, not just because of its difficulty but the level design and platforming look ridiculously fun!
I would love to play it, unfortunately I don't own any Nintendo hardware. If I could find a used Wii U for cheap to play this one and Breath of The Wild though... that's very tempting :)
Best of luck to you, I think you ll do just fine and more important have fun and reward along the way!
If you need some advices about something specific, feel free to add me!
This is the most absurd comment in the entire thread, by far, congrats!
Different endings existed WAY before Dark Souls, you're only displaying a total lack of video game culture here. Not to mention that HK true ending works thematically and narratively and serve as the real punch and conclusion to the story built from the first second.
If anything is optionnal, it would be the first "ending" (which is not really one if you understand the story). And it's obvious why they added it, not to copy your beloved Dark Souls, but to give some form of closure and conclusion to people who dont want to invest more than 10-15 hours in the game. But the real meat comes after that, it's absurd to say it's not justfied....
Btw, metroidvanias have always been platformers to a degree, which again you would know if you didn't think that videogames started with Dark Souls, sigh..
This is the non-linearity aspect that if not supported by good and smart design would indeed be a problem for most. But in the case Hollow Knight, it might be his biggest strength in my eyes.
That freedom given to the player around mid-game was actually very EMPOWERING for me and i think for many. I loved planning my next exploration down to hallownest and poundering my options according to my current abilities.
I never came back empty from those. At worst, yes i would only stumble upon a few hiddgen grubs, pale ore pieces, key, essence tree or newly opened one-sided walls shortcuts. All that while collecting a bit of geo on my way. Or maybe I just encountered a new NPC with no immediate value to me. YES, this is absolutely true..
But every time i had those rather slim pay off to my 20-30 minutes adventuring, the next one would be completely different. To each exploration its own story and pay off, sometimes small, sometimes big. Which is IMO where the game design started to really shine. Those out of nowhere "moments" breaking the pace of the adventure are what made HK such a memorable experience for me.
Think about it, without that big map with wild tangents waiting for you, you would have never :
got the surprise of falling hundreds of meters down into the deepnest while you thought you were just finishing exploring queen's gardens! Taking you completely out of your comfort zone into the unknown
heard that odd public clamor coming from a cave entrance next to an elevator, only to find out there was a collisseum into it with epic fights awaiting.
found that damn tramway pass that was eying you for a while and take it far east to discover the gorgeous Kingdom's Edge area
And the list goes on and on. That design philosophy made special moments feel earned and finished to completely engage me into the world and lore.
It made every treasure, path, collectible, shortcut or area found feel like i was the first one ever to set foot into them! Of course, it wasn't really the case, but the illusion of it was really perfect and i think something all metroidvanias aspire to but very few manage to convey with that consistency!
.... says the guy with 4.9 hours playtime.
I'm sorry but being so affirmative under those conditions is ridiculous.
And this is where you lose me.
At first, i was really happy about how mature and interesting this discussion was, but now it's getting out of hands and spinning in circles indefinitely.
So it will be my last post here
I also personally think that it's time to let this thread die down. 100+ messages is already more than enough to cover it, everyone said their piece and I think Hollow Knight is versatile enough to disserve other topics of discussions than just this one.