![]() ![]() In the early days it made sense that the games would be so difficult for all the reasons people have pointed out. ![]() I'd prefer the default settings but only have to hit the non-boss bad guys 1-6 times to kill them. Even then I'm left scratching my head wondering why it still can take so many hits to kill the bad guys in CrossCode. I appreciate developers who allow you to select a difficulty setting or fine tune things, such as CrossCode. Everyone has their definition of fun and you can't please everybody but I really don't understand the point. It's annoying seeing a game with an intriguing story, great graphics, etc., etc., and then it's just designed to be difficult as hell (too many games to list) or has some obnoxious game mechanic (Phoenotopia Awakening). I've been thinking about this difficulty thing quite a bit. It falls somewhere between modern games and classic arcade-difficulty games. So since the levels are very large and the fact that maxing out the score on all of them takes a lot of time, this game is indeed more about high amount of content than super high difficulty, just like other modern games, but it's also a much harder compared to most other Mario and Yoshi games. "There are no continues, my friend" as Ocelot used to say. In both Yoshi's Island and Super Mario 64, dying a life and getting a Game Over is almost the same thing, but in Yoshi's Story it's as bad as ever. If you loose all Yoshis you have to start over from the beginning loosing all progress that playthrough which is very punishing compared to most Mario games. They are only found on certain levels and only if the player has lost at least one Yoshi at that point. You start with a lot of Yoshis, but each miss causes one to be kidnapped and the only way to get an "extra life" is to find a white Shyguy, beat the level with it and then have it rescue a previously kidnapped Yoshi. This is all made more difficult from the fact that extra lives are very hard to come by, you can't just rake them up by collecting 100 coins or wining bonus games anymore. All levels in the final world including the one on the easiest route are extra hard, and so is any level with the notorious Big Bertha/Cheap-Cheap, who is usually one of the most dangerous enemies in every Mario game it shows up in, but is extra dangerous in Yoshi's Story for some reason. It's true that you play only 6 levels per playthrough and that there is only a total of 24 levels, which seems pretty small for a Nintendo 64 game (and much less than the previous game Yoshi's Island), but the levels themselves are very large and most of the levels are also actually very hard, especially compared to other Mario/Yoshi games. I think this statement was mainly done by people that hadn't even tried the game, and the game somehow got an unfair labeling not based on first-hand experience, or reality for that matter. That was another point in my first post, sorry for repeating myself.īTW speaking of games getting easier during the 64-bit era, Yoshi's Story for the 64 was often criticized as being "too easy" when it was released. RPGs had been like this at least since the 16-bit era (early RPGs are not easy though), but ever since games like Super Mario 64 came out, almost every mainstream game is basically played like an RPG (minus the most typical RPG elements like experience points, turn-based battles etc, normally). I had a nostalgia rush for the 8-bit era during this time and went back to play some NES again, then I realized how hard they were and that this surprisingly high difficulty compared to newer games was a way to increase the replayability of otherwise very short games. This occurred to me during the 32-/64-bit era when even action games had started to become easy but with more content and taking longer to beat. Yeah that regarding difficulty was definitely something to increase the play time of (action) games during a time when ROM space was very limited, and I think I also pointed out exactly that in my first post in this thread. ![]()
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