Akalabeth said:
Straying Bullet said:
I played PoP [ The Cell-shaded ] one but I didn't feel it was casual at all.
I enjoyed the narrative/scenery/dialogue/characters so much, I was simply having fun doing it all. Experiencing connection with Elika since she is the only soul left.
You actually had fun with that game? Wow, I Didn't get past the second level. Doing nothing but acrobatics and fighting ONE GUY per level got boring very fast. Forgotten sands was pretty decent though. That was the biggest problem for me, the lack of combat, and the very rigid boring nature of that combat.
I would agree with Akalabeth that the combat in PoP (cell shaded flavour) was total arse, which made it a good thing that you didn't have to do it very often. I also agree with Straying Bullet, however, in that the the game was fun. For me it was just the sheer joy of swinging and flipping and parkour-ing my way around pretty levels. Admittedly, it was the first PoP game I had ever played, so perhaps I didn't have any preconceived expectations of how things should be, but at the same time I had no nostalgia bias, and so I can say that as someone new to the series (?) it genuinely stands up on its own if you like exploring a pretty world in flippy, swingy PoP style. As a veteran of Tomb Raider exploration, the feedom and fluidity of PoP was gloriously liberating. I guess you could say 'oh, well, she just didn't know any better' but at the end of the day, I had fun, and that's the point, right?
OT: I also agree that games have gotten 'easier'...although in some respects that's not necessarily a 'bad' thing. Now, don't get me wrong, I like my games to give me a challenge. However, I measure 'challenge' by more than one ruler, and I believe that there's a lot of fun to be had in 'easy' games if you use your imagination. for example: Pokemon. I like Pokemon, but it has to be admitted that the game (if you can remember 'rock-paper-scissors' and are prepared to do a little grinding) is easy as. However, if you like the game world and the play style, you can jazz things up for yourself by, say, only using water Pokemon, even though this gives you massive disadvantages, and if you play without trading, might mean that you go for a chunk of the game with only two Pokemon until you enter an area that has more. I know, you could still, technically, go for a massive grind-fest and hope to pull through by sheer weight of stats, but I think it's more fun to see how challenging the game becomes if you try to play 'normally' but with a difficulty-steepening 'rule'. Perhaps that's not the perfect example, but it's the one that sprang to mind first.
This is pretty much what's behind the grand tradition of timed runs/no medkit uses etc, right? My sister and I finished Tomb Raider 4, and then played it again with the the rule that we weren't allowed to use anything but pistols (except where the plot required it, like using the laser sight on the desert eagle to shoot targets to open a door), and couldn't use any medkits at all. The difficulty level steepened hugely, but it was so rewarding to figure out all the little tips and tricks to save health and pick away at powerful enemies.
I think the idea in Fallout New Vegas was nice (as others have mentioned here) where you could make things challenging for yourself in a strategic, interesting way, whereas someone who just wanted classic Fallout could also enjoy the game. I think it would be wonderful if more games made things harder by more complex methods than just loading up enemies' health bars and blunting all the players' swords. That way 'hard mode' isn't so much harder as it is 'Strategic mode', and I don't know about anyone else here, but sometimes I just want to go into a game and have button mashy, hack and slashy, superpowered (easy mode) fun. Other times I want to have to think, but sometimes gaming is escapism. ;-)