![]() I realize the devs need to keep the game fresh. Enemies spawning out of thin air? Turning into elites? Getting faster etc.? Compare this to the predictable but fair difficulty of pre-update versions, where the only somewhat random thing were the elite abilities. ![]() Another aspect I simply don't understand is the inclusion of so much unnecessary randomness in every run now. Sure, git gud and don't tilt so easily, but that's advice for a problem that never should've been introduced in the first place. No matter how well I play, I will get infected, and I constantly feel like I'm on a timer. In contrast, I absolutely hate the way the game is set up now. Sure, that meant that the malaise bar was more of a nuisance and something to maybe keep one eye on for more seasoned players, but that was only true IF YOU DIDN'T GET HIT. This was, for me, THE BEST THING ABOUT IT, and it was incredibly satisfying and rewarding. In that sense, I can't recall ever playing a "difficult" game as fair as Dead Cells. There was nothing random about any of it, and you knew that every time you got hit, you screwed up. The end result is that once you get good enough at both, this game basically turns into a game of chess, and you can go through an entire run without taking a single hit if you know how to execute the right moves at the right times. How well you're able to mechanically pull off the plan you came up with while reading the situation: your rolls, parries, deployment of skills, timing on hits, etc.īoth of these aspects get honed with each new BC: you get faster at 1), and you get instinctively better at 2), and all the while the game keeps upping the ante by throwing more complex situations at you and minimizing the tolerances for mechanical mistakes. How well you read the current situation - knowing the biome, checking your environment, enemies on the screen and their configuration, whether you're cursed or not, etc. The way I see it, difficulty in Dead Cells can be broken down into two aspects: ![]() The one thing I absolutely adored about this game, and a huge reason why I kept coming back to it, run after run, was the way it handled difficultly. However, since the last big update was introduced, I have more or less hated my time with Dead Cells. I have seen pretty much everything the game currently has to offer, and have enjoyed every aspect of it immensely. ![]() I'm a reasonably good Dead Cells player, but really nothing special: It took me around 260 hours to unlock all achievements, all blueprints, almost all outfits. ![]()
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