Intended difficulty defending bad design choices? For shame. It's relatively simple to make a game difficult by neglecting to make things work right. The best challenges are difficult because of the design, not in spite of it.
The Terry and Gonad model would certainly explain much of gaming as I've seen it. And only seconds before the screen asked me, I literally thought to myself "Hm. The music's starting to grow on me." Creepy.
It's kind of sad that the review only makes up half the video, though.
I've heard some great things about Psychonauts from a number of respectable sources, but this review may have won me over. I think I might check it out.
I was looking forward to seeing this week's review, but this was a pretty satisfying substitute. Your responses reflected a lot I like about your approach: Detailed comments instead of simple rating systems, not aligning yourself with an "objective" opinion. With the Internet full as it is of...
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