Objectively hard and good games

objectively hard and good games
go

>inb4 dark souls
no

Other urls found in this thread:

hooktube.com/watch?v=aJNEfPimU40
twitter.com/NSFWRedditGif

dark souls

Dark Souls 3

Devil Daggers is hard and good but also short and kinda 1 dimensional

...

OP asked for hard and GOOD though

There's something oddly satisfying about the weapons in SG&G that wasn't captured as well with the PSP game or any of the other ports.

Zelda II
Kid Icarus
Ninja Gaiden II

Viewtiful Joe

true

It was good. But hey, if you want more, the NES was full of hard & good.

lol

OP asked for hard games user

Die Hard to the NES.

Contra series

Western European devs thought that speeding up gameplay by 20% in PAL conversions was a good idea, it's also why the difficulty in Battletoads is a meme and why they're all casual fucks since international releases were slowed down for them.

Game was hard as my dick but also fun yet I never hear anyone mention it. The only not fun part of it was it had like 10 seconds of music that repeated on loop.

King's Field :^)

god fucking damnit why did SEDs have to die

¿ ?¿but ¿ ?….

¿?   user, Rare ¿¿ ? are ¿ ?¿

? um… ?¿

?   ?¿ british?? ¿ ?

Ghost and Ghouls is not hard though.

Op can't inb4.
Nioh

your definition of hard is bad

...

Super Ghouls' n Ghosts review
really unique
playing it on my New Nintendo 3DS XL (Red color)

that one time when Holla Forums took turns playing Super Ghouls 'n Ghost was fun

For me at least. I was worried others wouldn't enjoy it because I did most of the heavy lifting.

NES Ninja Gaiden 1 and 2
the newer ones too

Ninja Gaiden was much harder to me but that game was a bit naf and wasn't fun to play. Maybe G&G was hard and I was just having too much fun with it to care.

So arcade thread?

I think Castlevania 3 fits both criteria. The game's harder than the first one, but the graphics, gameplay improvements (3 more playable characters, branching paths) and the great music get you to keep playing it. I'm a bit of stuck after beating Death, but I will finish the game after I'm done with Hyper Metroid

super hexagon

...

...

Fam I beat the game on one life a while back, SGnG ain't even that hard once you know the levels well. The only part that I never handle consistently is this.

...

Sure I believe (you)

You jump before the screen rocks you back into the steam or whatever its supposed to be. How fucking hard is that?

Well you were required to post your full playthrough of the level so I can actually believe him.

...

just slash cancel the statue over and over and then climb the wall as high as possible when your dad comes too close, then jump off once the statue starts sending flames towards your dad again

you can also take a spinslash along with you which insta-kills any boss (aside from the ST3 boss because there is no spinslash in ST3)
though if you're stuck there then Jaquio will make mincemeat out of you, using the spinslash won't work because your subweapon is taken away from you after the cutscene

Trips demand it.

one can only take them at their word
it still was a fun time tbh

Problem is the gas jets start their patterns up seemingly randomly. I think maybe it's tied to the screen scrolling but I've never been sure.

Also no, in that video the only way to have been safe there would have been to get to the front of the platform before that gas started or to use a charge attack for temporary invincibility.

Jagged Alliance 2 (Iron Man only).
Hitman 2 Silent Assassin (if aiming for Silent Assassin rating).

Generally, most games will be hard if you limit saving. It is saving that makes games easy (and boring).

Dark Souls is objectively fucking shit and their fans all have AIDS and have gay father's who diddled them as a child while sitting on their lap watching XXX rated porn together

...

...

...

...

The NA version with the increased difficulty or the original version which was far more forgiving?

Op, you ignorant slut, Dark Souls is 3D Ghost's n Goblins.

nope

If Dark Souls (any of them) deleted your save and booted you to the title screen after 3 deaths it would be just as hard as any old sidescroller

(CHECKED)

you are right, Dark Souls is way better then 3D Ghost n Goblins.

dark souls is easy

They aren't even the same type of game you underage nigger.
Soulscucks need to be gassed.

The point was to say the Maximo games are mediocre. The only thing great about it is the massive boobs Susumu Matsushita put on all his female character designs. Plus they are hardly challenging enough to live up to the Ghost n Goblins reputation.

...

no dubs uuuu

Men of good tastes.

Mike Tyson's Punch-out!!. The puzzle game that tricked people into thinking it was a fighting game.

Most (japanese) shmups, but I like Psikyo's ones the best.


The first two GnGs are better, why are you playing that autoscrolly, slowdown-ridden garbage?

I prefer the double jump.

Hard mode gets rather intense

my nigga, that series was surprisingly great for how cheap they look.

...

...

No Alien Soldier?
hooktube.com/watch?v=aJNEfPimU40

This is an excellent game. One of the best NES games tbfqh.

BABIES

You Gen Z fags are fucking dipshits.

I bet there are unironic posts out there saying planescape torment is nier automata's grandfather.

Wizards and Warriors isn't dark souls. It's fuckin' easy.

This is why I can't stand the NES community. They think games like Megaman are good when they're simply quarter guzzlers. Their entire purpose is to make you learn the pattern and follow it religiously or you die. That's not a skillful game mechanic, it's a memory game like match 2 is.

A skillful game seconds lots of unknown situations at you and forces you to respond with your knowledge and situational awareness. It's understanding the games fundamentals and how to apply them not just knowing a fish jumps out of a pit to hit you. This is why Megaman X is superior to Megaman. It stops all the bullshit "jump scare" deaths and instead expects you to be skillful or you take damage constantly.

>>>/neofag/
You sound like a crybaby SJW games journalist faggot.

You sound like someone who doesn't understand it's bad game design to make trying to jump across a pit kill you with no warning.

It's just not good game design to give the player no way of figuring out if something is an instant death unless they half jump every pit which ruins the flow of a platformer.

I'd say Mega Man's design is pretty good except for shit like
People say Mega Man 4 is the best but it's full of that garbage. 3 is better

I just wish mega man games had no slowdown, they keep porting the fucking games WITH SLOWDOWN

That's not good level design. It's the reason people don't like Dark souls 2.

I have literally never heard MM4 described as the best Megaman. Everyone I've ever heard give an opinion on Megaman games has said their favorite was 2, 3, or occasionally 9.

Just shoot the fucker or just tiptoe towards the edge of the pit

Tiptoeing isn't fun in a platformer. That's the problem.

once I got used to the slide I cant live without it. Yet I still feel like 3&2 are the "best" in terms of stage design. this user is correct slowdown is no good.

It's something that's done pretty quickly, and this is coming from someone who recently 1cc'd Ninja Gaiden with all of its screen-edge respawning enemies. Once you figure shit out you can just blast through.

...

I get it.

You cannot escape the need for memorization. No matter what hardcore game you'll be playing, you'll always need to figure out some kind of route. There are no exceptions.

...

Yea, try beating a roguelike on your first try without figuring out the strategies for what items you should be looking out for and what the best way to deal is with enemies and traps.

Try beating Rogue ever idiot
Better yet try memorizing the route for your second play

I just finished Vectorman on Insane difficulty and am about to do the sequel.

What's the difference? All you do like with Megaman is learn through trial 'n error. All you do with any game really is learn through trial 'n error, some are just smoother about it than others.

Wrong. Nothing you learn from one play is useable in the next.

There's a difference between learning a pattern which helps you and learning a pattern because it's instant death if you don't or a sluggish crawl.

The boulder in Demon's souls 1-1 is a good example. You can see it ahead of you, you can see the guy standing behind it ready to push it. It's a fair warning which you can ignore and get fucked if you wish. It's not fair when something jumps out of a pit with zero way to see it coming.

You're clearly an autistic sperg who plays games to make up for how much of a loser you are rather than enjoyment. You probably hold several world records on speedruns.com and feel really proud of that rather than ashamed of how much time you invested in it.

...

now this is retarded, especially from someone who brought rogue to the table in the first place

If there's nothing you can learn from a failed playthrough, then actually winning might as well be tantamount to gambling where you hope you get the most helpful items and least dangerous dungeon/enemy layout. The game mechanics would have to change dramatically for each run in order to not be able to learn anything about it. But in Rogue you do learn over time how to not immediately get yourself killed. And it's not someone anything can do on their first try without beforehand knowledge.


In this case, the Dust Man stage, the pits with the enemies coming out of them are one of the first things you encounter in the stage. You trigger them by standing near the edge of the pit and after shooting them you can jump over quickly and safely before another such enemy spawns. This same kind of pit then appears for another three times at the first part of the stage, so the same pattern still applies, if not barely. Given Megaman's jump height and the distance between the pits, you should be jumping when standing at the edge of one, but an enemy should be spawning slightly before you jump, which should at least give you a reaction window to stop and/or shoot the guy. It's a trap to keep people from playing the game like it's Sonic or something.

I'd dock it points for being poorly integrated within the stage as a barely used hazard which is never really built upon, but not because it's unfair or anything.

No. All items change effect. All the levels change. There is no learning. You will never beat Rogue in your entire life. You will die without having beaten it and there's nothing you can do to change that because you aren't good enough.

then what would the difference be between good players and bad players in rogue

Being able to adapt and learn quickly. It's the complete opposite of the modern speedrunning culture.

Pure a b i l i t y and s k i l l
Real adaptability
True seekers of the amulet are a breed above the rest, user. A breed of their own.

You mean that within speedrunning there are no cases of RNG to adapt to or adapting on the fly for mistakes?


You mean people are born good or shit at videogames, or what? Are you trying to tell me there's no way to improve your skills in Rogue?

I've been trying to challenge you to pick up and play the hardest game listed in this thread

What does this have to do with anything I just said?

You asked if I was trying to do something and I told you what I was trying to do

Lol which form? I had a huge problem with the one where he throws homing fireballs at you. If I remember correctly, the only reliable way to avoid them is to stay on the ground and slash him whenever he gets to either of the edges of the screen.


I like Ninja Gaiden games precisely because of that. I like to consider them kind of like puzzle games where instead of forming a pattern through tiles or something you sort through the bullshit the game throws at you, either by learning the patterns completely or breaking the game. The games also have cool advanced stuff like attack canceling (the second one removed this) or wall jumping on one side to save time.

As for Megaman, I've never played it because I disliked how the movement felt in the first one.

RNG meaning you have 4 possible outcomes is a lot different to having 50 random outcomes which then becomes 49 as you figure out one potion type or one scroll type. Then apply this across 100 hours of adventure where 1 mistake is death.

I don't really see the point you're trying to make here.

I'm gonna tell you exactly why it's shit because it was already done better in Mega Man 2. Enter Metal Man's spiked crushers
Meanwhile in Mega Man 4

So… Arcade game thread?

Beating Panzer Dragoon Orta on Hard difficulty felt like a serious accomplishment for me when I was eight years old. The original Panzer Dragoon (which was a bonus unlockable on the Orta disc) was also pretty fucking difficult.

t.kike loving boomer

pic related is hard as nails emotionally

forgot pic

...

You sound faggoty, my user. Just stay on Ring Man's stage. The platforms there are rainbow-colored so you'll get ample advanced warning to act before they do mean things to hurt your fee fees through attacking your otherkin soulbond avatar.

Dark Souls

why does blood rush into my dick whenever i play mega man 2, mega man X, or certain castlevania games.

It never happens with rpgs, action games or strategy games…

Jumping is so hard!!!!!

Now I have save states so I don't have to suffer through the final boss phase but I genuinely don't know how I fucking beat this game back then. To this day I'de never seen such a blatantly fucking cheap difficulty ramp in vidya. I almost respect how much it grabs you by the balls and twists every time you lost to the final bosses second phase. Almost anyway. Fuck that respawn point. Just a giant waste of time..

It's there to prevent continuefeeders to just breeze through the game, and to encourage you to really learn stage 6.

The entire game already has inf continues so that's not saying much. "learning stage 6" is bullshit when the only tough part is the boss.

You're right it should make you start from the first level again.

Pretty sure the game would never be beat legit if that ever happened

Also why does it say the thread's deleted?

also


Just refresh the page when it says that.

THIS ROOM IS AN ILLUSION AND
IS A TRAP DEVISUT BY THE JAQUIO.
GO AHEAD DAUNTLESSLY!
MAKE RAPID PROGRES!

Post your full play though without continues. I won't argue that you could probably get to the final boss without a single game over maybe but you NEED practice with that final boss. And considering it takes 20 minutes minimum to get past stage 6 that's a lot of fucking time wasted.

It's really not that hard, are you sure you like games like this?

What are your even talking about? Either it is worth the work you have to put in to honestly claim you've beaten a game or not. Just stop playing if it's a waste of time and accept that this sort of game isn't for you. You act like the game should just hand it to you. You're a fucking faggot.

It's certainly not easy. I can get past the first few stages without a death obviously but later on there's some pretty finicky jumps.
I don't mind putting effort into the game. But the final boss is simply cancer and you know it faggot. There's nothing challenging about grinding a level you already know just to die to a boss because you can't learn how his movements. It's bad design simple as that.
I already beat the game fairly anyway.

DOOM on a 3 1/2 diskette, is both good an hard - as opposed to DOOM on a 5 1/4 - which is good and floppy.

Also - saw second pic related on google images. Now, I hate to dirty this thread with nu-DOOM garbage - but that is kind of cool that you can now run nu-DOOM *from a diskette*. kinda

No, the challenge is not having to do that in the first place loser. Good thing they made a punishment for failure that you don't enjoy.

Not that hard when you can do it normally. Doing it with deaths already requires perfect execution on the whole thing, so it doesn't take additional practice. When I first beat Ninja Gaiden, I played it again right away and did that immediately. Not sure that I used continues, but I probably did use quite a few of, because I don't give a shit. 1ccs are generally not worth of my time. I will gladly die on purpose if it's even slightly beneficial and the game allows me to. No reason to refuse to use them if they are available. And no one gives a shit about score, so it doesn't matter.

1ccs are only a way of having an objective criteria for success in arcade games that don't have checkpoints, like shmups, because they are essentially made to be pay to win games, and basically impossible to beat using skill alone (Ninja Gaiden is a lot more beatable than 1ccing any of them, because it was still kinda made to be a fair challenge). This game only gets super difficult on stage 6. Getting past that and the final bosses is the real challenge. After that, move on. Practicing easier stages until perfection is kinda redundant.

I had a webm of everything from stage 6 until the end, no deaths on the bosses (I also played it again precisely so that it could be recorded), but my external hard drive was destroyed by a storm, so I lost the file. It might still be somewhere else as well, though. Regardless, I intend to play it again at some point, so I can just record another one.

How about the other games, though? I was never able to beat Ninja Gaiden 2. Haven't tried nearly as hard, and the stages are easier (though I did think the final areas were more annoying and not as fun as the final areas in 1), but Jaquio's first form destroyed me no matter what I did. The first game is a lot more fun, because I fucking hated it, but kept coming back to it every now and then. It took me years of occasionally playing it, but I eventually mastered and beat it. 2 didn't quite accomplish that, even though it's technically less bullshitty, since I got to the end in one sitting, on my first time.

Something about the first game specifically is really fun. I guess it's the fact that you never have to stop moving. The stages just flow really damn well when you get good. Fantastic game that very few people can earn the right to enjoy.

I bet you enjoy rubbing sand paper over your head to. It's like I said before. It's not a punishment for failure if the only reason you died to begin with is because the game shoved a poorly designed boss fight at the end.

This is like when you buy printer ink, and there's a spot for one more cartridge, but it's empty and you're only buying two.

Why even sell it as a floppy disk? What's the point, other than convincing manchildren to eat their slop and then later throw up due to how garbage it was?

You are a stupid person stop posting

Unfortunately I didn't record it, and re-recording it now might probably take longer than expected given that I'm rather rusty (for a week) and it's tough to do these things consistently until I really warm up. I could record single stages, but a full playthrough would take longer. In the meantime, here's a WebM of the final bosses. Don't ask me what happened to the sound though.
what
just use savestates to practice and take a look at how speedrunners do things, especially with older games speedruns can be very informative aside from the skips, this way I managed to really 1cc the game in 10 days


Most people just use savestates to practice particular stages. Then you try a full run, practice some more with the stages you have trouble with, and then try it for reals again.

Once you get a route down, it becomes surprisingly manageable as long as you don't lose your cool and your spinslash. Even the infamous AVGN ragequit room has a route where you can get past without taking damage or using the spinslash guaranteed.

Most of the bosses in Ninja Gaiden are pretty easy and honestly kind of shit, which is why I use the spinslash glitch to skip them because they're just wasting my time. However, Jaquio is pretty damn good in that he constantly keeps you on your toes and requires some good improvisation/perfection. You only get a split-second timing to jump up to slash him in the balls, but if you're too late you get smashed for tons of damage or get burned by his fireballs which you constantly need to misdirect and anticipate whether you can stand inbetween them or have to run away from them. The rebounds are some fucking bull though. The demon fight isn't all that great, just unforgiving. Like they turned a hammer bro into a boss.

I haven't played the other Ninja Gaiden games, though I'm planning to once I'm done with Ghosts 'n Goblins. My theory about why Ninja Gaiden flows so well is that one of the designers liked the feeling of jumping and striking a candle in Castlevania without losing momentum so much that he decided to make an entire game about that feeling. Which is why you can also do jumping slashes with the proper timing where you jump and slash at the same time and can kill enemies without stopping. The walljumping really makes you feel like a ninja too, and you're also encouraged to just run past everything in order to outrun enemies and enemy spawns. It becomes a borderline Sonic game once you become good enough.

You might want to try making a more coherent point.

It's not a punishment if it's necessary to do over and over again because of a poorly designed boss fight. Stay mad faggot.


Stage 6 done perfectly (which is no small accomplishment) takes a while to do.
I think the fact that you have to use save states is why I have an issue with the final segment of the game. Back when I was younger I beat the game without it, but that wasn't without spending a week doing stage 6 over and over again to the point where I no longer gained any satisfaction once I finally beat the game. The thing rubbed me raw and I was sick of it by then.

Wrong

You're telling me you beat the boss on your first few tries playing the game back in the 90's? Either way the boss is objectively impossible until you figure out a pattern which takes more than a few deaths to get the hang of.

I'm telling you that you don't know what the word punishment means, that you're shit at games, and should stop bitching that you have to replay shit you wish you didn't have to replay in a thread about difficulty
Objective fact, you say? Prove it idiot

...

And I'm telling you tat it's an unfair punishment when the boss is such a fucking road block.
Prove what? What if you try and fight the boss wrong that you'll die? Does that need proof? You're so out of arguments here you're not even being comprehensive anymore. The fact is that the final boss to the game is a giant incline in difficulty to the extent that you're likely going to have to fight him over and over again and in the process, play stage 6 over and over again. If you get genuine enjoyment out of playing the same level for the 30'th time then I guess this is your game. But for everybody else it's just annoying. I'de rather play the entire game and have the bosses difficulty lowered than do that shit.

You're a faggot
You're also stupid, the evidence for this is shown through your apparent inability to comprehend the words that you use. The words "punishment" and "objective" are good examples of this in this very thread.
I'm not replying to you again. Take that however you'd like.

I never used it on the bosses. Only found out about that very recently, way after beating the game. I did it normally. Actually, I only found out because the JooToob suggested a video of Mike Matei playing the game like, a year ago, and I randomly decided to watch it while I ate dinner. I just did it normally with the sword. Learning how to avoid Jaquio's fireballs was probably the hardest part. You have to move around the room in a certain way, and you can't let the fireballs come back from the ground, or you're just fucked. They have to despawn or you're dead. The final form is probably the most fair of the three. Just a lot of dodging.

That's a good one, and it makes sense, because I fucking love Castlevania more than you can imagine. Beat every single game in the series. And it really does have some of the appeal of a classic Sonic game, and I also like the original Sonic games. Wall jumping is another mechanic that I particularly like. Big fan of the NES Batman and the MMX games since forever, so that's always nice when done well.

I guess it just has a lot of characteristics from other games that I really like, and the flow is very good when you understand the game. That's why it always made me come back, after giving up so many damn times for years. The ending is bullshit, but at least each individual boss stays dead. I probably wouldn't have bothered finishing the game if it wasn't for that. It's actually a unique NES game for me, because on the level of skill that I had at the time, I would generally Arino most NES platformers and beat them in one sitting. Couldn't do it with Ninja Gaiden.

project elsewhere

That aimlessly jumping around during the final boss will get you killed? You really want me to substantiate such a basic fucking fact?
Then stop using them wrong? What do you want?
Funny how it's always the autists who talk shit without understanding what they're trying to convey who do this. Ninja Gaiden's a great game. The stage 6 continue is cancer however and you can deny it all you want. I certainly won't stop you.

...

Takes six and a half minutes for me.
That's just how it was back then. If you wanted to practice any arcade game, you'd have to start all over if you died. I guess it's a dick move to throw you back to the start of ST6 if you die at the final bosses, but it does encourage you to turn ST6 into a stable performance rather than a panicky blur. The upside is that if you do die, you can take the spinslash with you to the boss currently fucking you over and kill him instantly. I certainly wouldn't feel any qualms about flipping the bird at the game after fucking me over like that. Coincidentally, I did pull my middle fingers at the screen once I finally beat the game without using any continues.

Nowadays anyone who values their sanity and wallet uses savestates to practice, and modern arcade-styled games do come with practice modes. It took me about two hours to actually 'understand' Jaquio and get a feeling for his attacks. I can't put the relevant thought processes for beating Jaquio in words, it's like asking a Rubik's Cube master to solve a cube step by step for laymen to see. At some point it just clicks.


I wish Capcom would at least acknowledge Tim Follin's C64 cover and include it in some of their arrange albums. TAMAYO is pretty good, but not many can hold up to The Follin.

Fair enough then I guess. I think you can admit though that for people who start playing the game 6 minutes is on the short side.
Not many people would say they miss those aspects I'm sure. Either way yea, the game is much more tolerable with save states. But that's not really a good aspect. Either way I can safely say that I didn't even get past the bosses second phase until maybe 22 attempts. Which meant 22 times of going through stage 6. Assuming you did it in 20 though (lets be honest that numbers a minimum with the boss the first time you play. especially when you consider phase 3 and where to specifically hit the fucker) and also assuming you somehow did stage 6 in 6 minutes somehow. That's still around 2 hours of playing the same segments over again. And since most people probably took around 15-20 minutes for stage 6 you can round that up to more than a few days on the same level.

kek no

What? Im pretty sure thats a strength good speedrunners have, adapting to mistakes. Im sure mario 64 speedrunners love the shit out of star road and mario bros speedrunners can just shred mario 2 jp as well.

Seconded. Follin is a god