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Скачать или смотреть necromancer john garris

  • iambadatvideogamesdotcom
  • 2024-04-12
  • 7
necromancer john garris
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Описание к видео necromancer john garris

00:00 first attempt
00:24 almost (43 minutes)
01:16 winning attempt (1 hour 29 minutes)

~56 deaths

i switched back over to the +6 weapon while working on this one. there are a fair number of bosses in this game that seem to rely on making the fight stop for a while, which i find a bit tedious. i also get the feeling that bosses are selecting their attacks using independent random variables, with the result that sometimes a boss will just spam that one annoying attack over and over again many times in a row (makar did this a lot too).

at this point i think that i am generally in favor of minimizing the duration between attempts on a boss. i think the game is just more fun when you get to spend more time playing the game and less time getting back to it. i would even be glad to see an option to spawn directly in the boss fight without a loading screen (or with a shorter loading screen) just to allow for faster iteration. i know that it might be less "immersive" or cinematic or whatever to drop the pretense of in-game continuity in favor of shorter downtime, but i think in general (provided you're not doing an art) it's more valuable for a game to be fun to play than for it to be immersive. when it comes to these kinds of games, i find that i favor making many rapid attempts over trying to make a few low-risk attempts. i don't mind dying a lot as long as it doesn't take long to try again., and i think rapid iteration is the key to making strict gameplay viable. in celeste you have to get through each from without any mistakes, and that works because of the quick respawn. when it takes a long time to start the boss fight again, i start to find myself wanting more leniency. i think there's a lot more to say on the topic than i can fit in the margins of this you tube video, but the point is that i don't think the game as-designed works for me without the rest of the game.

anyway, i think that this point it's time to start playing the game as intended with in-game power growth. after makar, i feel like i have reached the limit of what i can reasonably do with player growth alone (for me at least). i've been on the cusp of that point for a while now, but wanted to keep pushing. i've encountered multiple enemies and areas that seem to require more damage, but prior to makar, i hadn't encountered a boss where low damage caused the fight to be tedious - typically i die from failing to dodge an attack and getting 1-shot, which is just a skill issue (but see above about iteration rate vs leniency).

i used the souls from this fight to upgrade my weapon to +14.going forward i'll upgrade my weapon freely and level up after all boss fights (not just main quest boss fights). we'll see how far that gets me. i still want to devalue souls gathered outside boss fights in order to reduce the psychological cost of taking risks and starting boss fights.

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