Posted April 06, 2014
foxworks, thanks and +rep for this very generous offering!
I'd like to be in for the choose-your-own prize(s) please.
Some memorable XpeereeNz-S:
MDK — Gliding downhill a longer stretch in-game into a wider valley of sorts utilizing the Coil Suit, feeling like a bizarre Sci-Fi incarnation of Batman. It's one of those moments that seem prolonged time-wise, a slow event of sorts; made it a special, perfect moment.
Castlevania: Symphony of the Night — SPOILER AHEAD — On your way up to the throne room, there's an elevator flanked with stone lion heads that light up from within as you pass them, ascending. You only see this happening once, they stay lit afterwards for the rest of the game. The detail in this title, I will always love SotN.
Castlevania: Curse of Darkness — Not a game that got a lot of love from a wider audience, and sure, there are some obvious flaws you can't deny. But when I limited myself in a Crazy Mode playthrough to: no consumables, no Innocent Devils — you suddenly could see how much work had gone into the different attack patterns of all enemies. Where before this was practically hidden due to the ability to binge on health potions and your companions adding a ridiculous amount of damage in every encounter.
Leaving all that behind, you had to learn what made foes tick, or you didn't have much chance in fighting them. Boss battles took a long while, as you had to whittle their HP down bit by bit, but an eventual victory felt like a real accomplishment when it finally happened. I loved the challenge these self-imposed limitations gave me in this case.
I'd like to be in for the choose-your-own prize(s) please.
Some memorable XpeereeNz-S:
MDK — Gliding downhill a longer stretch in-game into a wider valley of sorts utilizing the Coil Suit, feeling like a bizarre Sci-Fi incarnation of Batman. It's one of those moments that seem prolonged time-wise, a slow event of sorts; made it a special, perfect moment.
Castlevania: Symphony of the Night — SPOILER AHEAD — On your way up to the throne room, there's an elevator flanked with stone lion heads that light up from within as you pass them, ascending. You only see this happening once, they stay lit afterwards for the rest of the game. The detail in this title, I will always love SotN.
Castlevania: Curse of Darkness — Not a game that got a lot of love from a wider audience, and sure, there are some obvious flaws you can't deny. But when I limited myself in a Crazy Mode playthrough to: no consumables, no Innocent Devils — you suddenly could see how much work had gone into the different attack patterns of all enemies. Where before this was practically hidden due to the ability to binge on health potions and your companions adding a ridiculous amount of damage in every encounter.
Leaving all that behind, you had to learn what made foes tick, or you didn't have much chance in fighting them. Boss battles took a long while, as you had to whittle their HP down bit by bit, but an eventual victory felt like a real accomplishment when it finally happened. I loved the challenge these self-imposed limitations gave me in this case.
Post edited April 06, 2014 by chevkoch