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>> No.17896703 [View]
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17896703

>>17896400
I didn't actually mean to criticize the game itself, but I didn't word it very well. I don't have a problem with Momodora in particular, in fact I appreciate the dev's efforts and didn't refund the game despite having barely played it. I'm just not very good at this kind of game in general, and things like having to go through repetitive motions over and over again to decrement a boss's health bar until it reaches zero quickly feel tedious to me. I did enjoy the exploration, though.

Seeing her get bored at the tiniest bit of repetitiveness in Little Nightmare's equivalent of a classic boss fight felt familiar (pic related). Which is why I don't think that she's the right audience for a game like Momodora. But I could be wrong, she is persevering through PUBG and RE7 after all.

>>Narrative games where challenge isn't the main focus
>Can you give an example of what you mean by this? Kizuna seems to do quite well with Little Nightmares and I don't think that fits your description so I'm curious.
I think that titles like Inside, Little Nightmares, Brothers AToTS, SOMA, to name a few, can fit in that "genre" of games where the primary goal of the game mechanics is to continuously build a narrative and convey a story. Challenge exists but gives priority to the narrative, when it isn't straight up used as a narrative device itself. Hence the usually much more lenient difficulty found in these kinds of games, just hard enough to be engaging, but not so hard that it would make the experience repetitive and frustrating.

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