Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2. https://www.youtube.com/watch?v=EGDUaqAljX8
>Tetris is more complex than Puyo
I mean, the complex things in Tetris become easy/second nature when you do them frequently for a long enough time. I imagine the same goes for Puyo. They are both complex, though.
Puyo's real depth, and Tetris's biggest flaw, lies in the garbage mechanics. Puyo garbage comes from the top, Tetris garbage comes from the bottom. That means that with the right timing, even a small attack can completely disrupt what you were trying to do in Puyo if you fail to defend against it, while anything that doesn't instantly knock out Tetris is virtually irrelevant. Top level Puyo play revolves heavily around studying your opponent's board in order to stay one step ahead of those deadly small attacks.[puyonexus.com] In Tetris, there's little reason to even care about what your opponent is doing, you're basically playing a single-player game and just seeing who racks up more DPS.
I think the Puyo part was made a little faster in balance patches and Puyo players complained afterwards. If you did the same to the Tetris part (shorter autorepeat delay, detecting a little too early hold and rotation keystrokes), then Tetris players would rejoice. In my opinion the speed is the big strength of Tetris. It's complex enough that your decisions really matter but it's still easy enough that the effect of your decision is predictable in a glimpse of a second (you can imagine which cells you can fill with the next 2 or 3 pieces and the effect of a line clear is easily imaginable - just assume away the completed lines). If you play Tetris at 2 pieces per second, you will some kind of flow where you know where to put the pieces even before they enter the matrix. Plus, you can play Tetris in both multiplayer and singleplayer (e.g. you have a survival aspect in Marathon) - Puyo Puyo only really works in multiplayer.
So far I have spoken of Tetris as if it was a unified thing. Indeed, modern Tetris is more complex in multiplayer than classic Tetris. Hold feature, multiple previews and T-Spins add to the complexity. For example, with hold you have up to 16 times as many possibilities to place the next 4 pieces; the T-Spin Triple kick allows some interesting setups (e.g. STSD, C-Spin, Imperial Cross, DT Cannon) and tricks with S/Z pieces allow some platform T-Spin in midgame). However, the randomizer doesn't add to the complexity in my opinion. What you partially described as complex is just memorizing openers in my opinion (and you only need to know about 5 or 6 T-Spin openers, and optionally center 4 wide and PC opener). Also note that the hold feature and the randomizer reduce the survival aspect (for which reason I prefer classic Tetris).
But if you consider only the chaining part, idk, maybe tetris seem more complex (maybe not). It's just that puyo is much more than that.