I just popped the system into rest mode andresumed where I was when I nipped back on. To be honest, and I know there'sdifferent schools of thought on this, it's a game that taps into thefrustration of a development studio being stubborn about their games vision.Like the Souls games, it's forced audience limitation just to stick to a designdecision that benefits the few.
It means as well that a ton of responsibility rests on thedevs to ensure the games systems, mechanics, progression etc is absolutely on point.It would cost Returnal, Souls etc absolutely nothing to include flexibleoptions on difficulty, checkpointing and saves anymore than Last of Us does foroffering Easy through Survival modes with extensive custom options. Basicallychasing making one person feel a sense of accomplishment for perserving with aboss or section till they eventually beat it with little regard for the twentyothers who turn it off and never return because god forbid they have other lifepriorities than replaying the same section of game ad nauseum.
I've gone through a Dark Souls game on PC with assists forcedon it and... it was more fun than any other attempt at the games I've made has ever been.Hell, it never crosses their mind that it might actually encourage a player toget used to the systems and to learn the mechanics and timings etc and become afan of the game to feel more likely to try default run. An easier Returnalwould probably play like a really fun action shooter because the mechanics aresolid enough to support the experience. I've no issue if such a playthroughlimits story, areas, trophies etc either.
I'm not sure if its purely a stubborness or a lack of faiththat the rest of the experience without the punishment/payoff element won'thold up but it just feels like a trend that wastes opportunity and audience.Looking back I think I've tried so many of these games because ultimately the rest of the product does appeal if it weren't for this one aspect. Hopefully Sony eventually opensthe game up to PC and I can try it on a more open platform where simpleenjoyment isn't too much of an ask.
It means as well that a ton of responsibility rests on thedevs to ensure the games systems, mechanics, progression etc is absolutely on point.It would cost Returnal, Souls etc absolutely nothing to include flexibleoptions on difficulty, checkpointing and saves anymore than Last of Us does foroffering Easy through Survival modes with extensive custom options. Basicallychasing making one person feel a sense of accomplishment for perserving with aboss or section till they eventually beat it with little regard for the twentyothers who turn it off and never return because god forbid they have other lifepriorities than replaying the same section of game ad nauseum.
I've gone through a Dark Souls game on PC with assists forcedon it and... it was more fun than any other attempt at the games I've made has ever been.Hell, it never crosses their mind that it might actually encourage a player toget used to the systems and to learn the mechanics and timings etc and become afan of the game to feel more likely to try default run. An easier Returnalwould probably play like a really fun action shooter because the mechanics aresolid enough to support the experience. I've no issue if such a playthroughlimits story, areas, trophies etc either.
I'm not sure if its purely a stubborness or a lack of faiththat the rest of the experience without the punishment/payoff element won'thold up but it just feels like a trend that wastes opportunity and audience.Looking back I think I've tried so many of these games because ultimately the rest of the product does appeal if it weren't for this one aspect. Hopefully Sony eventually opensthe game up to PC and I can try it on a more open platform where simpleenjoyment isn't too much of an ask.
Comment