Honestly, the worst version of Uncharted platforming I've ever seen was in Enslaved. Platforming is pretty much so automated that it is almost pointless. Say what you will about Uncharted, but at least the platforming can be challenging. When playing Enslaved, you rarely can screw up the jumping. I don't mind nor love cinematic platformers, because there are plenty of other types of platformers (whether 2D or 3D style throwback/modern) that I have no need to be upset. You can avoid cinematic platformers at this point with the huge amount of variety and not miss a thing.Im utterly sick of the weird platforming segments in uncharted, that everyones been ripping off for the last ten or so years. I still see it used from time to time, and I despise it.
1cc runs is a challenge of personal skill, it sees if managed to overcome the dev's difficulty expectations because it's the ultimate example of easy to learn, difficult to master.This is sorta similar to limited saves, but limited continues. You rarely see them nowadays aside from retro throwback and indie games every now and then. That did not start dying down until the early mid 360/PS3/Wii era. Before then, you would still see them a lot, mainly in Japanese games. Most Western developers just stuck with standard check points and unlimited continues.
Thank you, but I already know that. Does not take much to figure that out. Especially if you read the previews and dev interviews in magazines back in da day. Hideki Kamiya made it super clear that his inspiration for DMC1 was Castlevania I on NES. Most arcade games inspired his games. Limited continues could work, but lets be real, it was artificial padding. Even back then, aside from RPGs and Adventure games, most games were short, and difficulty was extended replay value. You had plenty that had the right balance, but just as many went too far or fucked it up.Or in many cases, game design that has not aged well. I love a challenge myself, but I am not that bothered that we don't see games with limited continues much. If I need a fix that badly, I got plenty of arcade port compilation for days, old games I've kept, or MAME.1cc runs is a challenge of personal skill, it sees if managed to overcome the dev's difficulty expectations because it's the ultimate example of easy to learn, difficult to master.
You can do limited continues well, but it's better as an optional difficulty rather than having the game built around it.This is sorta similar to limited saves, but limited continues. You rarely see them nowadays aside from retro throwback and indie games every now and then. That did not start dying down until the early mid 360/PS3/Wii era. Before then, you would still see them a lot, mainly in Japanese games. Most Western developers just stuck with standard check points and unlimited continues.
I agree. I usually don't have a problem with a live system, it just better be done well, optional or not. Doom Eternal life system was the least of its problems. All I can say is I did not enjoy it like I thought I would.You can do limited continues well, but it's better as an optional difficulty rather than having the game built around it.
Doom Eternal can be pretty fun using the lives system.
That also snuck into a lot of early 3D games. Lightbults in a tin can, or melting wax to affix a horseshoe to use as a handle for a trap door. Early (like basement coder early) adventure games I always kind of forgave for a lot of this (aside from deadman walking crap) because arguably half the game was abstract sillyness intended to pad out a story, and it was all just written plus a blob of pixels on the ground. Its really hard to balance puzzles intelligently because if you make them purely logical then its easy to fall into the trap of everything being extremely straightforward, or everything being a best move chess trial. In 3D games it would drive me mad, because the puzzle was almost never really a "puzzle", it was just a set piece that defined a goal, so making it nonsensical was dual parts needless and frustrating after you wrestled with tank controls and shot a bunch of dog things to cross a room to find what you needed. I'm glad most of the worst offenders of moon logic have been slowly bred out of games now in any case.Sierra was full of that shit. Kings Quest in particular, where not only could you die because you didn't see one particular, easily missable detail, you could be fucked hours later by the same token. Notably the infamous "Throw the pie at the yeti" puzzle, where not buying the pie before you go up the mountain and/or eating it when prompted that you're starving can leave you fucked. And there's no way to go back by that point, so you pretty much have to revert to an earlier save(hope you have one).
Codename Iceman had a puzzle that required you to win a dice game several times. Also, if you try to save scum, the game accuses you of cheating and fails you(to make it worse, it's to get a part for the submarine you're on to fix it, from the engineering crew members, who apparently don't feel like fixing their ship is part of their job and the captain AKA you need to do it, but only if you can beat them in a game of chance). And of course, the not quite moon logic, but still dickish bit where you could easily not notice you got the wrong ID card at the beginning and not notice it till hours later when you need it again and there's no way to go back and get it other then start the game over.
Basically, the point I'm trying to make is that Sierra hates you.
Yeah, some of the games the puzzles made no sense, and some of them had puzzles that might not make sense even if you knew English.Those old adventure game were so freaking weird. I remember as a little kid who literally couldn't read English I would play them and would actually get quite far in them literally by just clicking everything and thinking this would be so much easier if only I could read English... little did I know I was actually playing them in the optimal way. I almost finished day of the tentacle and grim fandago that way and played quite a lot of one of the monkey island. But I think the most hillarious one was Leisure suit Larry 5, I had literally no idea that this was supposed to be about sex stuff, there's a scene where this girl suggestivly eat a banana split before giving Larry a blowjob and I watch that and did not understand it at all. The game is technically about taking picture of woman doing depraved act, but I had no clue and never tried taking picture during the scene, so I got the bad ending, but jokes on you game I couldn't read it so I didn't even know I got the bad ending.