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Crooked Bee

(no longer) a wide-wandering bee
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
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:lol:

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And with this, Ys I & II have been beaten.
:yeah:

Onwards to Felghana - or maybe backwards to Origin. Haven't decided yet.
 
Joined
Dec 19, 2012
Messages
1,832
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I've never beaten any of the classic Castlevanias. I'm trying to do it without save states, but I'm not sure I'll make it. You just die so easily.
 

Jasede

Arcane
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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
That's impressive. Though you should beat the first one too that way. It's fine to use them to practice, but the game is cleverly designed to be very fair.
 
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Motherfuckerville
I've gotta confess to save-state scumming classic Castlevania games when playing them via emulator. It's just too tempting to make a save at the beginning of every level (easy to determine in 1, 4, Bloodlines, and Rondo/X but not so in Simon's Quest or Dracula's Curse) and reload when you die.

Like a lot of old-school shmups, and unlike most platformers*, Castlevania confers cascading advantages upon the player that can plow through stage after stage without dying. Dying in Castlevania resets heart counts, blanks the sub-weapon spot, and nulls whip upgrades; it's a loss of raw power, strategic resources, and tactical flexibility. Some levels can become extremely tedious without the benefit of a favored subweapon and the hearts to utilize it frequently. Negotiating certain screens, especially those with Medusa Heads, can go from some fast-paced fun to a trial-and-error slog when one's options have been significantly curtailed. Often, the level might become so difficult/unfun, that the player is better of restarting, so as to arrive in prime fighting (jumping?) form.

It's hard not to want to save scum when faced with a situation like this; it beats playing early levels over and over again or finding the optimal, low-power lines of play through trial and error in later levels.

*Compare to Super Mario Brothers, Contra, Shinobi, or Donkey Kong Country. If the player isn't at nearly full capability after expending an extra life, powering up to max is not particularly difficult, often requiring only one or two items found easily with a stage. It's not like Gradius or Darius, shumps in which rolling through with full power is almost essential to victory (of course xXxMLG_ub3r-pr0xXx players don't need any poweups to bend games over, but they're outliers).
 
Joined
Dec 19, 2012
Messages
1,832
I've gotta confess to save-state scumming classic Castlevania games when playing them via emulator. It's just too tempting to make a save at the beginning of every level (easy to determine in 1, 4, Bloodlines, and Rondo/X but not so in Simon's Quest or Dracula's Curse) and reload when you die.

Like a lot of old-school shmups, and unlike most platformers*, Castlevania confers cascading advantages upon the player that can plow through stage after stage without dying. Dying in Castlevania resets heart counts, blanks the sub-weapon spot, and nulls whip upgrades; it's a loss of raw power, strategic resources, and tactical flexibility. Some levels can become extremely tedious without the benefit of a favored subweapon and the hearts to utilize it frequently. Negotiating certain screens, especially those with Medusa Heads, can go from some fast-paced fun to a trial-and-error slog when one's options have been significantly curtailed. Often, the level might become so difficult/unfun, that the player is better of restarting, so as to arrive in prime fighting (jumping?) form.

It's hard not to want to save scum when faced with a situation like this; it beats playing early levels over and over again or finding the optimal, low-power lines of play through trial and error in later levels.

*Compare to Super Mario Brothers, Contra, Shinobi, or Donkey Kong Country. If the player isn't at nearly full capability after expending an extra life, powering up to max is not particularly difficult, often requiring only one or two items found easily with a stage. It's not like Gradius or Darius, shumps in which rolling through with full power is almost essential to victory (of course xXxMLG_ub3r-pr0xXx players don't need any poweups to bend games over, but they're outliers).

It's an interesting observation. I've actually been running through SMB3 again, trying for 100% completion and no items used outside of levels. Like you say, I've found a lot of the tougher levels more satisfying to beat when you're starting off as small Mario. It's more fun to play that way, whereas getting demoted to the shitty peashooter in Contra after dying really doesn't make things more 'fun', necessarily.
 

Anthedon

Arcane
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Jan 1, 2015
Messages
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Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
It's been ages since I played a good adventure game, this was probably not the best choice for a reentry. It's pretty hard so far, but the atmosphere is great.

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Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
I am so bad at this game...

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... but 3 lives just for Stage 6 should be more than enough.

4 minutes later:


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I am so bad at this game. Still, a clear is a clear. Fuck the small red bullets.


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"If you were any good bro, you'd have gotten into the second loop."
 

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