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/vr/ - Retro Games

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>> No.5968585 [View]
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5968585

>>5968583
FALL IN

All my niggas that beat Plutonia pistol start say ay

All my niggas that beat Plutonia pistol start on UV say ay ayyy

All my niggas that beat Plutonia pistol start on UV with no mid-level saving say AYYYY YO

>> No.5087327 [View]
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5087327

All my niggas that beat Plutonia pistol start ay

All my niggas that beat Plutonia pistol start on UV say ay ayyy

All my niggas that beat Plutonia pistol start on UV with no mid-level saving say AYYYY YO

>> No.3994569 [View]
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3994569

>>3992697
>hurr durr let's put every monster available in every single room!!
Plutonia's monster placement is sublime. It's not built solely around running through a level with enemies that are just in the way, but actual encounters that require assessing the situation and executing a plan of attack. It looks overwhelming at first, but everything is solvable and (usually) fair.

>OH and let's enclosure the player so he can't move while the enemy shoots him
A lot of the encounters drop you into a place where you'll get wrecked immediately, and so you'll probably die the first time you come across them. It hearkens back to arcade and NES-era action games that are explicitly designed not to be beaten on your first try, demanding that you learn from what killed you and figure out how to overcome it next time. Again, everything is solvable, but if you aren't accustomed to trial-and-error in games, it may be hard to understand.

>lets also give sparse ammo XDDD that will entertain the player
You always have what you need, but not always when you want it. Not every encounter can be handled the moment you see it, and there are also times where you'll have a lot, but have to save it for later in the level. Exploit monster infighting and behavior, know exactly how much ammo is needed per monster, and don't forget to look for secrets. (GZDoom also tells me the amount of monsters and secrets left in a level, which I guess is cheating compared to vanilla.)

>And that Arch-vile maze man, it sucked. The navigation through the maze and the arch-viles is not even the bad part, those fucking doors that activate by passing through certain spots is what sucks.
The same spots always open the same doors. It's learnable.

If you don't like the feeling of getting outsmarted, figuring out what went wrong, and then trying again, I suppose Plutonia isn't for you. That said, I really don't like to say "git gud", but you sound like you don't know your Pro Doom Monster Strats.

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