We’re not talking about shit like castlevania that was hard due to bad controls. We’re talking about the fact that someone here earlier posted how their friends won’t play SF4 because they don’t want to spend 15 minutes learning how to do quarter circle forward motions, so they’d rather play Tekken and pick Howarang and just press xxxxxxx to do “sick crazy comboz lolol”. Those are the kind of gamers we’re dealing with now. I can get 360s being fucking hard as shit, but quarter circle forward motions are the easiest shit to do and only takes a few minutes of practice to learn the shit.
Why are than the10 hardest games of all time mostly pre 2000 games of NES,PS1 and SNES time. Nemo´s Dreamland for the NES would create a huge cry from casual gamers if it would be released today! And if the first Zelda games were is? Wtf is than the Wii and gamecube version?
only a handful of the “hardest games” are pre-2000 but okay
Ninja Gaiden (Xbox) is harder, I’d say. Genma Onimusha might even give it a run for it’s money. And play Mega Man 10 on hard. Besides, even if you’re right and the 10 hardest games of all time were released prior to 2000, that’s a bullshit statistic since we’ve had 10 years worth of post-2000 video games and 30 years worth of pre-2000 games. So no shit it’s more likely the top 10 anything is going to fall prior to 2000.
I actually don’t know what this means but if you want to talk about Zelda then with the exception of Zelda II they’re all pretty much the same.
Zelda 1 just didn’t give you much direction so you spent a lot of time wandering around aimlessly as a first time player. More recent Zelda games use the same exact formula except also give better maps of everything. But to compensate the dungeons have become massive. Zelda 1’s dungeons were tiny. The last one had only 57 rooms. Twilight Princess had dungeons larger than the entire Zelda 1 overworld. None of the games are hard (again, except Zelda II). They’ve just gotten increasingly long and immense.
rare photograph of omfg during REM sleep
Yes, if I can react or anticipate the move why shouldnt i block it or tech it?
there are still hard games being made even after 2000, and they did pretty well, Demons Souls, Devil May Cry 3, Maximo 1 and 2, Viewtiful Joe 1 and 2, just to name a few. It really depends on the gameplay and how good the game is, every hard core gamer knows this
Cool thing about unreactable throws that can’t be broken or soften is that you have to be alot more proactive in your defense. You know, instead of being all “hurr durr I teched the throw, aren’t I a good player?” It’s, “fuck yeah! You never even had a chance to throw me. I am a good player!”
those games are meant to be beaten though. i dont even consider that hard, although vj 1&2 are hard
make fun of it if you want, man who practices while awake < man who practices while awake + in dreams
if you dont sleep you have more time to practice stuff and ‘live your life’ thats how i learn to own. less sleep, more owning
but then you’ll auto pass out in like 5 days and it makes your mind work worse
nahh thats what microsleep is for
So games shouldn’t be beatable? :wtf:
I’m not talking Mega Man here or “ordinary” hard. The old school games that were genuinely the hardest of the hard usually fell into one of three categories, sometimes more than one.
1) Terrible controls/camera.
You know the type. They’re hard because the interface is just that goddamn bad. While the camera was never a problem until the 3D era, a shit load of NES games suffered from controls that were either really stiff or really loose. And how many Super Mario 64 knockoffs were there that led you over cliffs because the camera would unpredictably jiggle around?
2) “Cheap” deaths.
Aw, you didn’t know a bird was going to hit you into a hole when you scrolled forward? You couldn’t see it until it was too late? Good, because you weren’t supposed to. Now do the level over and over until you memorize it.
3) Limited lives/continues.
You have to beat the game within 9 lives. 3 continues of 3 lives each. Screw up and back to the title screen with you.
#1 is pretty much just the result of shitty game design. That’s not something to even consider, really.
#2 isn’t really an issue of skill, at least not always. It’s more memorization than anything. Bullet hell shooters are notorious for this. It doesn’t matter how “good” you are. You’re just going to die if you don’t know exactly where to stand or when to move. There’s dexterity involved but in a lot of these games you’re relying more on muscle memory than decision making or problem solving strategies. Dying because you had no way to know something was coming is a pretty “cheap” way to make a game hard.
#3 is just artificial difficulty game designers imposed to extend the life of a game. You can see it in early fighting games, too. “You want to see Ryu’s ending? Beat the game on four stars or higher.”
Then you had the old Sierra games which were in a category all their own. “I hope you didn’t sell that seemingly useless item because now you have to use it to progress to the next step. Aw, you sold it because we never hinted that it was important? And you can’t go back? Better start the game over because you, sir, are fucked.” There were even some dungeon crawlers that would erase your save file if you died.
I had as much fun from 80s and 90s gaming as anybody. Hell, I probably had more fun considering I’m a complete gaming geek, old school and all. But these were things that pissed me off even back then. How many people legitimately beat Ghosts 'n Goblins back then without investing an obscene amount of time playing the same levels over and over? Let’s not look at that era through rose-colored glasses. Lots of those games were hard in the way that trying to main Dan/Servbot/Roll in MvC2 would be “hard.”
ugh, not what i’m talking about at all
Then what?
pro sleepers go for the da vinci sleep method
almost every game is ment to be beaten, unless your playing in the age of Atari
I mean…this is possibly the most ignorant thing I’ve ever read on SRK. I was at E3 a few weeks ago, bro. I had beer with more developers in a day than you’ve met in your life. You’re wrong.