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https://steamcommunity.com/sharedfiles/filedetails/?id=1883413720
Man, beeless this is really insane! (At least for me.) More info on the video description.
Adding a checkpoint system doesn't make as much sense to me. The lair is a test of endurance, which is why there's a balloon that indicates where your best previous attempt ended. It'd really mess with the tension to be able to start back somewhere in the middle again and again.
BUT, if the difficulty really spikes, that might be an issue. I'm confident I can beat it, but my girl will definetelly not enjoy it. And I'm fine with hardcore challenges and hard games. The thing is, this game has a lot of mechanics to include players that don't have the time and skill to hardcore gaming. You can use tonics, you have a lot of checkpoints, and if you die a lot in the same place you can even skip some sections. All this design choices indicated that the game is open to people with different skills. And that's just fine.
If the Impossible Lair itself alienate the player the game gives the oportunity to play the regular levels, I would say it's flawed.
I don't see anything wrong either with checkpoints saving the number of bees or the use of tonics. At least to get to the ending. There could be a extra prize for those who want to complete it without checkpoints and tonics, in the same way there's an extra prize for those who want to complete it without bees.
Most platformers deal with difficulty this way. Mario Odyssey doesn't block players from getting to its ending. But there are a lot of harder challenges in the post game (my girl gave up in the endgame, and I started to play alone, but neither of us were frustated since we reached the ending together).
I can say the same about other Mario and Rayman games, that save the hardest section to those who are willing, instead of blocking the ending for average players. Even more when the rest of the game is so forgiving with failure.
They could add a 'The Somewhat Easier Lair' option when selecting the level (meaning there's a checkpoint or 2, that you can use some tonics and that there are less enemies (or something like that)), but I think it should have some consequences... like a note attached to the level that it only got completed on "easy", or not unlocking the corresponding milestone or something.
That way everyone can at least beat the game.
That's also a valid idea. Celeste had the sticker glued to your save file if you ever used the help mode. Something similar could be done here, so that everyone could finish the game.
It's not a problem if the game is consistent about it. Sekiro does not need an easy mode, because it's meant to be hard from the beggining. I can understand the frustation with Impossible Lair because you can spend a lot of hours playing a game that tells you it's ok to fail (by putting a lot of checkpoints, giving you tonics and even letting you skip hard sections). But you won't be able to count with the same tools to finish it...
If it wanted to be a hardcore platformer, it could be. But it's not for the entire game, just the ending.