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top 5: games of great value thanks to its BS difficulty


WTFauKorean

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Being a more retrospective gamer than most, its easy for me to really judge the value on video games that I have played over the years.

One of the greater reasons of great game value, is if it was well thought out and held intricate difficulty to its game play. Sometimes the insane difficulty does not lead to frustration instead to something really enjoyable. Games like ninja-gaiden just piss you off, but I'm talking about games that are hard, but respectable because they hold an aspect of fair play.

here are my top 5 games of great value because it was just so damn hard to beat.

5. [b]battle toads[/b]- although some of the diverse levels seemed like repeats, with familiar repetitive patterned backgrounds and the black queens low bit seductiveness was a hell of a distraction . Its simplicity yet difficulty made it one of the #1 games to practice and memorize for all casual and hardcore gamers.

One of the things that really appealed to everyone was how as you played a single level you noticeably improve drastically and they make the game so that you can begin to feel the rhythm and instinctively know when to dodge, or jump, or which attacks to perform. It makes you look like a pro-gamer for performing great skill of such a difficult game, when all you did was play for about 20 hour and felt its flow.

4. [b]contra[/b]- fast paced, yet cautious, this game was well thought out for a run and gun game, not many will take into consideration of this game's complexity. Casually, players would run through it for 2 minutes die and then quit.

But that is what give it its full value, in where even a 16-bit pixelated game with only 8 levels can really immerse you as the last hero solider. Having shitty human technology, it forced you to depend on aim, timing and quick thinking. Beating a game where power weapons were limited and required a dependency on skill alone, allowed you to feel full and accomplished.

3. [b]portal[/b]- I know that a lot of you will tell me portal isn't all that difficult. Which is a little true, but there is no way you can tell me the first time you played you knew exactly what to do for every level without a walk through. I was intricate, well designed and you could really screw around with little bugs and tweaks putting up for some replay value even for such a short and seemingly one-time game.

It wasn't one of those things where if you tried the same thing twice you might get it, it was a game that really had to pull you out of your insanity zone. "insanity is to do the same thing over and over and expect something different." this was implied so well that it really showed us how hard wired we are to be politically accurate for the term "insane." it made us move out of our comfort zones and try multiple possibilities to get the same answer, there wasn't always just one way to do it, and it felt good just to find one way out of the many.

2. [b]bioshock[/b]- I would probably say the very first representation of video games as a essential work of art. Its difficulty had a completely different reason of why it was so f***ing hard compared to the other games. Sure first person shooters are some of the easier genres but this was different from your average war games or alien shooters. normally in shooters you tend to have more vitality than your enemies. or if your enemies had more vitality than you they would have predictable and easily avoidable attacking patterns.

This game made you and your enemy pretty much even. a lady comes screaming at you and a single hit can take away 1/2 your health and you take a shot at her with a shotgun and you take a little more than half of hers. you can hear sounds and their directions but they'll come at you from insanely unpredictable places. It was one of the first games ever to have a s*** bricks factor and people loved it.

1. [b]Castlevania[/b]- I'm talking about the original holy crap why is everything flying in impossible to escape patterns, this whip takes some time to reel up, holy f*** these bosses are a load of s***. It was the first game and only game to bring the element of fear into a low 16-bit game. Where it made you feel like the character is the sense that, if you we're Simon and you were in a dungeon where everything kills you, you would be cautious and waiting so you can plan out your attack and survive.

some one who rushes in dies from random ass flying Medusa heads, invisible comes out of the ground spikes, or deadly fireballs that seem to come out of no where until you find out its from a camping sorcerer will hate the game. But it gives you that full feeling of "this is a great skill based game" where you have to dodge, weave, time, whip and possibly luck upon some god damn chicken to even more a load of BS called bosses then after you defeated them from 2 bars of health you healed up to a full 16, making you feel that you accomplished such a great goal only to be met with a totally new challenge and not something you did already recolored or re skinned.

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