The climbing mechanics are satisfying, the frustration you’ll have to endure on your road to mastery is sweet, and Foddy’s commentary is intelligent, but mouse controls are physically tiring and need getting used to. [01/2018, p.65]
Un juego hecho para no ser jugado, me encanta, sobre todo el nombre "superarlo", es un chiste, el creador se ríe de nosotros mientras intentamos superar el juego y cuando lo hacemos nos damos cuenta de que ese nunca fue el objetivo, me encanta
Considering how simplistic games have become, especially in recent times, and how much they take us for idiots and try to keep us on our toes and keep us moving forward, it's like we don't even play games anymore. We've even seen some games receive interactive movie-style criticism in this regard. Especially older people or those who are familiar with old games know that in the past, it was very difficult to progress and finish games, and that's why it was an achievement. The difficulty of the games, whether they were of high quality or not, made these games a challenge. It is when the game goes to extremes in terms of difficulty or loses its difficulty quality that the game can start to feel more like a challenge to overcome than a fun challenge. At this point, people stop having fun and therefore stop playing. But again, if we compare it to the old games, people were finishing games despite the ridiculous and poor quality difficulty levels. I think it would be torture to finish the NES games of the time without today's modern save systems. Of course, there was also the tactic here that the games of that period were not long and therefore the gameplay time was extended by putting an artificial difficulty in the game. Later on, this kind of difficulty gave way to cryptic games in popularity. Cryptic games try to keep the player in the game by keeping the sense of exploration high without tasting an artificial difficulty. Although this type of game, which challenges the mind instead of reflexes, is not a genre on its own, it has been able to sign successful games by combining with other game genres.
Today's world is far away from long and difficult things. The human attention span has shortened a lot and we can all follow this on social media. The fast food culture that once came to food has now been transferred to games. People want everything to happen in an instant. They don't want to think about games, they don't want to keep the story of a 40-hour game in their minds until the end of the game. This leads to today's difficulty revolution. Especially console exclusive games, which try to attract the audience that is distant from games and whose minds are in this direction, hold the hands of the players very much. This is evident in one of the most important games of 2022, "GOW: Ragnarok", one of the most important games of 2022. The fact that it tries to help you without letting you look at the puzzle you face even for a second was a point of criticism for many people who played the game. Considering that the most watched parts of the gameplay videos on Youtube today are the puzzle parts of the game, it is normal for the producers to think that they acted wisely when they put this feature. One wonders how many years it would take these people to finish Grim Fandango without help.
We can say that Getting Over It, which is completely difficult and frustrating, is a difficult game of modern times. It treats you like the games of those times that were difficult and threw away all your progress when you lost. Even though you go crazy with anger when you fall to the beginning of the game from the place where you have already exited after hours of effort, this is exactly what the game aims for. It puts a challenge in front of you, and it wants you to do it. So there's actually nothing spectacular. It's just that times have changed so much, we're so far away from challenges in games, that when a challenge is put in front of us, we give up quickly. As frustrating as it is to lose progress, it's just as satisfying to make it. In fact, "Getting Over It" isn't that hard if you know that, play it calmly, recognize that it's a challenge, and accept its difficulty. But I think it's a good message about the ease of modern games. Apart from FromSoftware productions, do you remember ever having a hard time in a modern game, not being able to pass a level, dying?
The game, which wants its map and gameplay to be as ridiculous as possible, has achieved this very well, and even though the conversations frustrate you, they actually help you all the time. You can easily understand this when you play it again after you finish, or when you stay calm. The hammer sounds are very nice, the game is very satisfying. And it doesn't actually take that long. It is a production that I liked very much, I definitely recommend it to everyone.
in a game based on the gameplay, the imput must be excellent. spoiler, it ****. almost any collision with the hammer means an incredibly long jump. i still really like the concept of the game and someone who annoys you whenever you loose, but it's thecnically very bad.