![]() Either way, I knew I was getting somewhere, and that eventually I would reach my goal as long as I memorized another room, figured out where to stand to avoid another attack, or which weapon to use on a miniboss. Some days that progress was getting past another full stage, sometimes it was only getting past another screen. Back then I would happily put on some headphones and listen to a favourite album while I slowly worked my way through another set of boss attack patterns, making just a little more progress through the game. Games don’t make me angry, or even very frustrated. ![]() Maybe it’s just the type of person I am, but I found them to be relaxing. They were considered chores by many, or even work. I know those games could, and often did, infuriate players. What else was there to do? It was the same each time I finally managed a 1CC of a Metal Slug game, or the few SHMUPS I could get my hands on. Upon realizing my goal I felt like I had put that last puzzle piece into its place, and soon after I stopped playing the game. Every play through after that was a small step closer to my ultimate goal: beating Contra 3 on Hard, which I eventually accomplished. I remember playing my copy of Contra 3 at home whenever I had, say, 15 minutes, because I had the timings and patterns for the first 3 or so stages down well enough that I knew not only that I could beat them every time, but also how long it would take. Contra, Metal Slug, and SHMUPS could all be tough as nails to 1CC, but they were the same every time. When I was younger the games that were considered difficult were also very rigidly patterned. Because they were still full of random elements. Now that I’ve beaten them, I’m not so sure. These bosses should be a true test of skill, right? They are given a task with rigid parameters and no way to get around them. They get the same character every time, and there is no way to change it. When a player confronts a remix boss they are given a new character with set abilities and equipment. Where every other part of Rogue Legacy was dictated by RNG and gave the player the option to grind their way to victory, the remix bosses are static. A boss is presenting a challenge? Keep rerolling characters till an optimal combination is found, or if things are too extreme, grind some more. There is a tricky set of spike traps in a room? Find a different path, or just reroll the castle till it’s easier. Even when Rogue Legacy presents the traits of difficulty, it also gives the players so many tools with which to bypass any problems they encounter that it doesn’t seem to matter. Well, I have never played Dark Souls, but if Rogue Legacy is what passes for difficult these then I fear for our future. I saw some reviews that said it was a brutal and difficult game, comparing it to Dark Souls. I was inspired by watching someone else struggle through the game on YouTube. One of the games I bought was Rogue Legacy. I’m not clear on exactly what happened, but I know that when I finally felt in control again I had done the unthinkable: bought some new video games. ![]() I was recently gripped by some form of fever-madness. ![]()
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