Counterpoint: Many classic action games reuse bosses to create unique fights. When games restrict their bosses to one appearence, then most of them end up being one and done puzzles. Quality of bosses (and enemies) don't lay in uniqueness, but in versatility.
Lots of modern games getting comfortable recycling bosses, there are no copy pasted bosses in VAproxy, each boss is one of a kind like all bosses should be
That's why this medium is dead end. People specifically choose hard games to relax to and then complain that they require skill investment like any other normal activity.
Are those people skilled in anything in life or do they just know how to complain?
Majority of gamers want illusion of difficulty, not real difficulty. They want to be rewarded for pressing buttons correctly and don't want to engage with games' mechanics and think strategically.
Just want to pay a tribute on this day. Without DOA and NGB&NG2, I wouldn't be here and I wouldn't have meet all people that I interact with. All of this I owe to this man. R.I.P, Your legacy won't be forgotten.
DMC players specifically only play mission 6 for hundreds of hours to keep potato in the air while ignoring that you can't combo majority of enemies and boss in that game.
Ideal DMC for stylish players is just void with passive enemy and 95% of the game removed.
Game so extreme its hardware couldn't handle it and publishers are still afraid to port it to modern platforms outside of Xbox backwards compatibility.
Utilize all the weapons you unlock during combat. Switch from Twin Blades to Rapier to Staff seamlessly and obliterate all of your enemies with the smoothest of combat in #NINJAGAIDEN4.
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It's evident now that modern action games are approaching their combat design as choreography, an empty spectacle to compansate for the lack of dynamic decision making of classic action games. Devs are so afraid of creating anything with friction or letting enemies be a threat
Dive into an epic boss fight in the new #PhantomBladeZero trailer and witness our groundbreaking step forward in action games.
Celebrate the Year of the Snake with snake-themed weapons, lightning-fast combat, and precise strikes inspired by classic martial arts films.
May the
AI in NG4 reverted back to pre-Pac-man era. RL Guy missed at point blank range and his accuracy is abysmal. Enemies in passive mode barely do anything and the game forces me to watch this downgrade from previous NG games, because you can't start on MN.
This is hard btw.
You gotta remember that A Hideo Kojima game isn't made in Hideo Kojima's mind. There are lot of programmers and designers working under him. They make his ideas reality and they don't learn in museums.
People seem think that his games are made like this:
Hideo Kojima says he plays maybe one game a year and instead gathers inspiration from the world around him.
"I don't play games so much. I watch movies, read books, meet people and go to museums, and I'm not copying anything from a game. And there are lot of game creators just