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Even late in the game I'm finding mechanics I didnt know existed.. like powered up absorb launches homing missiles.. you can dash down.. etc.. run and jump to do a long jump and slice in the air to teleport ahead.. you CAN absorb those boss projectiles that are bigger than you and so on.. its amazing.
Was it really that shocking? I thinks it's not surprising given todays gaming landcape and low standard of difficulty for action plattformers
Yeah that's what I mean.
A lot of reviewers have forgotten that the bar used to be much higher, that a game like this could been way more punishing.
I suppose the bare difficulty between the checkpoint is a bit harder to compensate slighly for the infinite lives, still it's not like skill consistency for a longer stretch of time is that much required.
I mean, yeah, it was intentionally made to feel like an old NES game. Personally, I don't mind not being able to duck, to me it feels like the game was designed with no ducking in mind, but I can understand why people would prefer being able to. I guess I don't really mind not being able to grab the edge of platforms and other stuff in the game because I grew up playing the NES and still enjoy those old games. And you can only hit in front of you? How is it bad that you can only attack in the direction you're facing?
I'm not trying to insult you with this, by the way. I'm guessing you're just not into games that feel like old school NES games like this. I'm also guessing you didn't make it very far if you think the character should be able to grab ledges since the monkey shrine upgrade lets you slide on walls and jump off them.
If the developer wanted you to climb, he would have done that. The controls are only outdated if they hinder what the game tries to accomplish.