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So your friend quit because of it? Cool, so he falls in the 0.1% xD
This is utter nonsense. Blasphemous is an excellent platformer with really sound controls and is even smart to provide shortcuts for players so they don't have to repeat the hardest platforming sections. The game does a great job of incorporating upgrades into traversal and has some great optional sections for challenge while not requiring them to complete the game.
Platformers are all about the flow of movement.
Okay, you just made this up. There's plenty of slow and deliberate platformers...you are not required to run at full speed through every platformer.
As a result you can pretty much oneshot enemies in every platformer ideally in a way that doesn't slow down movement
This is completely stupid. You're basically stating that only Mirror's Edge and Rayman Origins/Legends are platformers since they encourage continuous movement without stopping and that every other platformer that doesn't do this is terrible. This doesn't describe platformers at all. You're also pretending that a good platformer can't also have good combat and games like Guacamelee and Hollow Knight, prove you wrong since they excel at both. Yes, it's rare to have Metroid clones that are really good at both and most games only excel at one or the other, but it can happen.
Having enemies that can take half a dozen hits and often require the player for them to open up for an attack are very counterproductive when creating a platformer.
You don't even have an argument here. You're just making up some rule that all platformers must follow and then saying Blasphemous sucks because it doesn't follow the rule you just made up. Find me a quote of a single developer who ACTUALLY believes in this rule and designs their games based on it. You won't. Let me know when you're done making up definitions and have a real argument because this is wasting our time.
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You obviously didn't play many souls like platformers then
He comes off like someone who hasn't played any platformers at all. He just wants to blast this game so he's making up any stupid statement on platformers to do so.
Blasphemous is indeed a platforming souls like (the "metroidvania" label is very misleading),
Okay, I'll disagree here. Blasphemous is not a "souls-like." Yes, it borrows a few elements like retrieving money upon death and a deep lore with little plot explanation but this does not change the genre of the game. It's a Metroid clone which emphasizes both platforming and combat and doesn't come close to the challenge or open exploration of the Souls games.
IMO they have more in common with dark souls, than metroid,
The entire map layout and combat is based on Metroidvania games...the vast majority of what you do in Blasphemous is gameplay typical of a Metroidvania. The fact that there's one or two elements borrowed from Souls games does not change the genre. This is like when people see a game that has leveling and immediately declare it an RPG.
Basically, they have more in common with salt and sanctuary, which was arguably the first "2d souls like
S&S has a better case to be a Souls-like since it borrowed tons of stuff but it's still not...it has more in common with Metroidvania clones. Souls-likes are games like Nioh, Lords of the Fallen, Soul Sacrifice, and Code Vein and none of these are anything like a Metroid clone.
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When I play this game I don't think "man there's a tough boss or group of enemies ahead" but the only thing I'm concerned is "I hope to god the wind doesn't suddenly change direction and makes me miss one of the 50 jumps
Like I said, the game is a platformer. I don't see the problem with platforming being the number one concern for players. In a large majority of these games, the bulk of your deaths will be from falls. I just finished The Messenger and it's very similar to Blasphemous and it's the same thing...Yes, there were challenging bosses that gave me issues but it was the nasty levels that worried me the most.
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The simple fact that there is a thread about this topic that stays relevant enough to get necroed should be quite telling that this is indeed an issue.
This is terrible logic, especially given how many responses are spitting in the face of your argument. The fact that this keeps getting bumped means there's plenty of people who think it's an awful awful topic and can't help but chime in to defend the game. This is two straight posts in which you've used some of the dumbest points to defend this thread and most of it is you making things up.
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Most 2d souls likes DO have insta kill drops though,
Know who else has them? Actual Souls games.
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So how about you argue logic instead of subjective oppinion.
Argue "logic?" This coming from the guy who had to make up a definition of a platformer that doesn't exist to make a point and who decided that the amount of responses to a post on a message board means his point is correct. Neither of these have anything to do with logic.
Follow your own advice because nothing you say is convincing everyone. I have no idea why I wouldn't just label you as some kid who can't handle platformers and quit this game but doesn't want to admit that it was too hard. So you make up all these cheap reasons why it's "the game's fault" why you had to quit and has nothing to do with you being soft and being unable to handle the game.
And given your stupid ideas of what makes a platformer, I'm guessing you haven't played many platformers at all...so you probably didn't do your research and picked up Blasphemous and thought it was a combat game and was annoyed that it was mostly platforming which you can't handle. So you just rip the game and come up with convoluted reasons why it sucked rather than just admit you didn't do your research on it.
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It's very clunky and loves to waste your time at every opportunity with all the backtracking.
Clunky? Based on what? Your character is very responsive with quick responses to any inputs. No idea what you mean by this.
I actually beat every boss in like 2-3 tries so far and enemies aren't hard either. It's like they failed to make an actually challenging combat system and decided to implement instakill traps and clunky platforming to make it harder.
That's exactly right. The game puts the emphasis on platforming more than combat...the fighting is never going to be that hard. This doesn't make it a bad Metroid clone and, in fact, makes it very similar to most Metroid clones out there. This entire genre is not known for its punishing combat and is generally on the easy side. Where are these people coming from who thought the combat would be this brutal challenge? Based on what?
So your friend quit because of it? Cool, so he falls in the 0.1% xD
Agreed. His friend being a wuss doesn't justify quitting an easy game because he can't handle a jump button.
This entire area is just an endless pit, every screen is a ♥♥♥♥♥♥♥ endless pit and that long distance, which is almost as long as the entire rest of the game that I played up to this point...
This area is why people hate instant death falls in general.
Its the way that developers tell you "get gud at platforming". Me personally find the platforming marvelous. The only places where I have been frustrating is with this pendulum axes, but its just a thing of get a right timing.
I love spikes, they give me an adrenaline rush when Im playing. And imagine to lose all your tears if you die two times. I already lost like 30k tears. It only makes it better.
compared to that area, this other one in Jondo is nice and it's a good example of making platforming challenges fit for this kind of a slow game, one that demands your attention more than it throws at you things outside of this game's reach in terms of controls. I can even see going through this area without taking any damage, if I was patient and waited to attack only when it was 110% safe.
Me too and I'm not sure how someone could get into Metroid-clones and not enjoy this...it's a major aspect in this style of game outside of a few. Just played The Messenger and the platforming in that one is nasty and I enjoyed the hell out of it.
next stop? I guess we'll talk about how much we enjoyed Dark Souls's "platforming", all of those 2 times that ever happened and compare that to Mario Galaxy's platforming.
You actually bring up an excellent point:
There is a reason Dark Souls didn't combine its punishing death system with platforming. And that reason is why quite many people dislike the platforming in this game.
Thing is, I'm only ragging about instances like Graveyard Peaks and other similar platforming sections like that, or the instant death spikes strewn about almost randomly just to ♥♥♥♥ with the player, because they feel out of place in this game and with this limited control scheme.
The other platforming sections are fine and a lot of them I've been enjoying past the Graveyard Peaks part, I think mostly because, narrow spaces in 2D is something I seriously want to see far less of and I want to see platforming that compliments the exploration, or the combat.
I think it depends how you go into this game, like if you didnt know anything about it (like me) then nothing really bothers you.
If you went into it wanting a metroidvnia then you may hate the slow combat, if you went into it wanting a souls like you may hate the platforming, its just taste at the end of the day.
Spike insta kills arent objectively wrong or right, you like em or hate em
True, true, it just feels so unnecessary to make them insta-kills. What's wrong with just chipping off some health for falling down a pit?
Now granted, I gave up rather quickly, because I was playing it on the Xbox Pass. And I was like "I only got this pass for 20 more days, do I really want to spend them doing platforming in the ice level". And then just played something else.
It's not because it's difficult, it's because it feels like the game is deliberately wasting my time, by making me very slowly go back to where I was. Some people may happily invest that extra time for increased stakes in doing well, but I can't say I feel the same way.
In the end, I guess it just comes down to whether you're willing to put in extra time just to feel more punished for failure. Me personally, I am more of a Hotline Miami/Cuphead kind of guy. I like my challenges fast, difficult and requiring lots and lots of attempts, without any 'returning to where you were' running.
In terms of wasting time, thats... abit debatable i mean all difficult games make you repeatedly bash your head into a wall ( i did getting over it and jump king) so i dont mind rage games.
My 2 cents is that the game was meant to be quite difficult and by definition if you can repeatedly try a section a section with like 4 or 5 lives until a failed platforming challenge kills you then it is easier than one that kills you instantly for messing up.
Its just preference though and there really is no right or wrong, despite what other people said, i died to some of the bosses ( like the baby) more than i died to platforming
My problem isn't that it's difficult, my problem is that it's not the difficult parts that you spend your time doing. You spend most of your time doing the boring, repetitive parts of getting back to a specific challenge. Or at least: it sure feels like that.
As I mentioned, I really enjoy Cuphead and that isn't because it's easier or less rage inducing, it's because even getting back to the point of a boss that killed you, is already a challenge in and of itself and never feels dragging. I never feel like I just have to grind through a segment of the game that is absolutely no challenge to me.
... except the run and gun segments, maybe.
I think thats what youre saying, in which case i can definately underdstand where youre coming from, it does add some time to each attempt.
Let me ask you a question, if the game was pretty much unchanged, same platforming, same spikes etc BUT they added checkpoints right outside the boss arenas, would the spikes still bother you?