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Ratchet and clank wiki tod
Ratchet and clank wiki tod













ratchet and clank wiki tod

But somewhere along the line, designers forgot the REASON games were supposed to get harder.

ratchet and clank wiki tod

But they should do it in order to keep the player in the engaged sweet spot and to compensate and adjust for the player's increasing skill.to the player, the increase in difficulty should go unnoticed.to the player, the difficulty should be the SAME feeling as it is in the final level as it was in the first level. HERE'S 60 FUCKING BUCKS.ENTERTAIN ME GOD DAMMIT!!! FROM THE SECOND I POWER UP THE CONSOLE TO THE SECOND I TURN IT OFF, ENTERTAIN THE FUCK OUT OF ME OR GO THE MOTHER FUCK AWAY!!!! AND YES I GET IT, HARD CORE FOLKS: TO YOU BEING CHALLENGED AND PUT THRU THE WRINGER AND EMERGING AS A BAD ASS GAMER IS FUN.GOOD ON YOU! BUT IT SURE AS SHIT AIN'T FUN FOR ME AND I DOUBT IT IS FUN FOR MOST.Īgain, I get that games should get harder as they go. I DON'T FUCKING WANT TO BE CHALLENGED BY MY FUCKING ENTERTAINMENT. Much as I loved this game.and again, it's a GOTY contender for me.I just can't keep struggling with the thing. Weapons that many think are new, but are actually variations of previous weapons For the rest of us, it's hard to use and the benefits are scarce, if any) Tornado Launcher (if you can actually maneuver this thing around the game's linear levels without it getting stuck behind small objects, good for you. Groovitron (fun, but the game is so easy that it's application in any of the levels with the exception of one or two, is useless)ĭeath Springs (this is introduced so late in the game, at which point you already have the rocket and an upgraded alpha destructor. Secondly, I counted: there are truly only six weapons that are completely "new" and most of them are useless at that. The last few levels did make my heart pump a bit, but out of a twelve hour game, having only an hour or two that actually pushes your gaming dexterity to its limits is not exciting whatsoever. I don't know if it was because of the abundance of ammunition, but whatever it was, ToD was easy. It adds a lot of challenge and variety to the game.įor me, the game was just easy, by any standards. There's an obstacle course platform challenge competition and you have to defend a planet with your robot pals under various circumstances. Plus, there are arena missions that are drastically different. I remember there being a 100 round arena mission later in the game. In just the first few hours, I already had to run through a 25 round affair that I barely survived. This makes the game much more tense and means you'll actually use your powered up guns.įinally, I don't know why they butchered the arena mode. There are arena challenges where you have to resort to using your wrench or have enemies attack each other because you are always running out of ammo.

ratchet and clank wiki tod

In UYA, which I played for about three hours to refresh my memory, you have to use every weapon in your arsenal because ammo is scarce. Future is so easy, there isn't a reason to even use every weapon. You already mentioned the difficulty, but this is a huge element. I loved the Flamethrower and Tornado Launcher, but most other weapons have superior versions in other games (Buzz Saws, Whip) or are just kind of meh (Net gun). The weapons are unimangitivate compared to previous offerings. The biggest elements for me are the Weapons, Arenas and Difficulty.















Ratchet and clank wiki tod