There’s a huge difference between hard based on game play mechanics and hard based on gameplay UX. ER seems to have missed the memo about which one to optimize for 🤣

But yeah I guess it’s just not a game for me.

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A perfect example of hard done right is black myth wukong. The bosses can be pretty difficult as there are various stages and timings you have to get correctly. There are also various things you can do to tip the odds slightly in your favor but still requires practice. But the game UX is incredibly intuitive, smooth and enjoyable. It’s hard to not feel a sense of joy after playing that, even if you fail to beat a boss after trying 30 times.

I felt like Wukong was a good game but not that great. I know I'm in the minority, but it felt too easy (not a criticism), combat didn't feel that great, and the invisible wall shit was frustrating as hell. Map design was questionable.

Art style was obviously incredible and the soundtrack was spot on. But it felt like a better-than-most Soulslike a few notches below a FromSoftware game.

I think I one shot most everything. Hardest fight took maybe 4-5 attempts.

It may feel that way, but it's completely intentional. It's how their games function. It's part of why people call them the hardest games ever.

You either adjust to it or give up. I understand why a lot of people get frustrated and quit. I was one of them. 😂

If you can hold on and put the time in (might be 10+ hours), it will eventually click and you will be rewarded with one of the greatest gaming experiences of your life.