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#101 | ||
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Location: Lala Land
Posts: 608
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Quote:
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I suspect a lot of the complaints in this thread are more pet peeves than actual worst-isms. Learning and memorisation of the steps to beat a game is something that still has to be done with games of today, and a lot of people seem to enjoy it. I suspect that it is a valid genre of gameplay, avoid it if you do not like it. Whether is Rick Dangerous, Nebulous or even perhaps games in the vein of Dark Souls. |
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#102 | |
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Join Date: Sep 2022
Location: Eastbourne
Posts: 1,098
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I'm one of these people who largely avoids watching videos of gameplay sections I couldn't reach for myself. With Nebulus and the Rick Dangerouses, that means I'm missing out on some fiendish level designs and clever memory-based puzzles. More of the clever rotating tower technique in Nebulus, and more of Rick's daring adventures and charismatic enemies. With Beast, I feel no such sadness in not seeing the rest of it, or any desire to put in the time to master it. I honestly believe that without the graphics and sound it would have sank without trace. Last edited by Megalomaniac; 14 March 2024 at 10:12. |
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#103 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,798
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#104 | |
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Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
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Exactly. Games with nearly impossible difficulties and try and dies gameplay recquiring a perfect memorization of the moves are still existing. Dark Souls is en excellent example. |
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#105 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,086
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#106 |
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Join Date: Aug 2013
Location: Marseille / France
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As a matter of fact, Rick Dangerous is often presented as one of the ultimate "die and retry" game along with Another World or more recently Dark Souls.
Side note : "die and retry" is the "french" term for this kind of game (This is considered as a whole VG category. It even have its own Wikipedia article in French but not in english : https://fr.wikipedia.org/wiki/Die_and_retry?wprov=sfla1 |
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#107 |
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Join Date: Dec 2019
Location: Ur, Atlantis
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Dark Souls is a really bad example here. RD and its ilk are about pure memorization and in Souls games you can tweak many things and use different strategies.
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#108 | |
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Location: Marseille / France
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Well there is "just" more than 20 years between the 2 games. Yeah, there is a possibility that the playability evolved just a little. Nobody said that Dark Soul is a 3D version of Rick Dangerous. ![]() 2011 platform games aren't carbon copy of 1989 ones. Yet they still are platform games (same thing for pretty much every type of game). |
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#109 |
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RD isn't quite memorization, you can get a bit of a feel for where designers place traps (a bit like Tomb Raider to be honest). It is, however, full of cheap deaths like where you have to fall down but steer yourself left/right to avoid landing on something deadly and some of those are guesswork or lucky first time.
Nebulus I didn't think was that bad (at least from when I played it on 8-bit machines), except for the annoying enemies that come from off screen and usually where you're in some position you cannot possibly avoid them. Although that's the sort of cheap move we expected from 8-bit games on 8-bits. |
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#110 | |
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Location: Lala Land
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I'd even relate it way back down to a simple card game like "Memory" where you turn over two cards with images on them, then have to remember where people turned over similar cards. Someone could lament about the challenge of the memory exercise, or just realise it is different strokes for different folks and play a game more suited to their tastes. |
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#111 | |
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Yep, here is a 2013 review of Rick Dangerous on the Amiga where there is an explicit reference to this gameplay mechanism and to Dark Souls too (no matter what Dreadnought thinks
![]() http://www.oldiesrising.com/AmanoSki...gerous&cons=55 Quote:
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#112 |
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I think the difference is that modern incarnations like Dark Souls are mostly the "fair" variety of die and retry. You died because you didn't react quick enough, or failed to observe something etc. You may have to retry often, but it's mostly down to your own skills
Whereas Rick Dangerous is the "cheap" type, where you die simply because of something you could not possibly have known first time and retrying is mostly a case of remembering things. |
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#113 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 6,991
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Rick Dangerous is all memory indeed. If any game would be like a prototype Dark Souls, I would actually say it is Prince of Persia. Another game which is not actually hard, you simply have skill issues if you suck at it.
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#114 | |
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Though, of course he is not exactly wrong - it's true that in modern days the classic die & replay loop has been extremely diluted by quick/ autosaves and pushing down the difficulty curve to be more "inclusive". So a game series like DS, which refuses to use these tropes is seen as something special. But it still doesn't make it a game "with nearly impossible difficulties and try and dies gameplay recquiring a perfect memorization of the moves". Speaking of Rick, I quite like I though and it's a good example of a game which has high difficulty and indeed sometimes unfair gotchas - and yet can be great fun to play. Unlike SotB ![]() |
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#115 |
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Well it would have been difficult to find a printed magazine review of the Amiga version of Rick Dangerous with a reference to Dark Souls.
![]() The post was just here to show that Copse wasn't the first person to make this kind of comparison. |
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#116 |
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Join Date: Jul 2009
Location: Lala Land
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So Dark Souls, a game that requires memorisation of moves in order to stop repeated dying, is nothing like Rick Dangerous, a game that requires memorisation of moves in order to stop repeated dying. Do I got that right?
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#117 | |
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It's a bit as saying that Cyberpunk 2077 is totally like 3D Monster Maze from ZX81, because both these games use first person view. But at least that would be actually true, while Dark Souls is definitely not a game which "requires memorisation of moves in order to stop repeated dying". Unless you mean that in some meta-sense, and not in context of comparing it to RD, but then this becomes a "water is wet" kinda statement since every game requires memorization of something in order to be playable. In DS remebering some of the hidden gotchas or enemy weaknesses certainly helps, but this is maybe about ~20% of the experience, while in RD it's ~80%. This is similar for the die & try again loop - it's actually still essential to most games, even though it's true they have been heavily sanitized in the last decade or so. But if you crank the difficulty up (which is the first thing I do in any modern game) you will most of the time find yourself doing just that, and that applies to games as diverse as Baldur's Gate 3 and Doom Eternal. And the funny thing is that in Dark Souls a big chunk of gameplay is actually built around this mechanic (kinda roguelite/gamble style) thus further differentiating it from RD in which you gain nothing from dying. If you really wanted to find a game truly comparable to Rick D it sure is possible, there are plenty of similar (mostly indie) games still being released, but I guess it'd be more difficult than just reaching out for that tired "hey, a game is hard, let's mention Dark Souls" trope. |
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#118 |
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Join Date: Dec 2019
Location: North Dakota
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I've sunk hundred hours into multiple Dark Souls games and it's absolutely not memory-based at all, certainly not in the context we are discussing.
It's totally skill-based, ultra-fast reaction style game. And learning the enemies attack patterns. But not memorization. Constant dying is simply a part of the game design in DS. |
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#119 |
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Learning patterns is not memorisation. Constant dying is simply part of DS. Any comparison with Rick Dangerous is wrong. Got it.
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#120 |
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