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United States

Mon 24th Sep 2012

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Gull commented on Review: La-Mulana (WiiWare):

I've been playing this for several days now and I hate to be the devil's advocate (and not trying to be a troll, I really wanted to like this), but this is one of the worst games I've ever played. I always wondered what it would be like if you took a character from one game and played a different game with it, like say you took Mario and then played through Contra with him. It completely wouldn't work. The mechanics of the game wouldn't work with the mechanics of the playable character. That's what this game feels like. Challenging the player in this way may seem great for some, but it feels like poor game design to me. Why not give the player a powerful character and then employ a smart game design that has to rise to the occasion? I've never understood the value of challenging the player by leaving them completely unequipped to deal with what the game throws at them. Here we're given a sluggish moving character with an incredibly short attack range, and thrown him into an environment full of fast moving, dynamically patterned enemies (and cheap traps that basically need to kill you once before you learn where they are, which is awesome in a game where progress is hard won and if you didn't go to a shrine recently you're doing it all again). I've heard this game compared to Castlevania by many. I'd say it's like Castlevania if they gave you a whip that was half the normal size and half as powerful, each hit knocked you back twice as far, and all the enemy movements were sped up by about 30% . The jumping mechanics here seem purposely designed to be unintuitive and confusing. Yeah you can change direction in mid-air but only if you jump straight up, then you can move side to side on your decent. This is just needlessly awkward and I can't figure out why this was chosen. The upsetting thing is, I think the game was designed to be this imbalanced, as if tying your hands behind your back and chopping one leg off is just good sportsmanship. I've noticed that the sick joke of the game is that it seems to exploit your character's inherent weaknesses. I've noticed many bosses' weaknesses sit juuuusst outside of the range of your weapons, causing you to take a hit just to get a few hits in. I'm not even getting into the puzzles, which are often obtuse, but you can just look up a walkthrough if you get stuck. But as I've now, I'm wondering why I'm wasting my time with this when it seems like the game is built to be unfair. I like a good challenge, but I don't like feeling like I'm fighting with my character as much if not more than I'm fighting what the game throws at me. You should know what you're getting into with this one. I got sucked into the hype with all the "10's" and praise heaped upon this. If the Ghost 'N' Goblins series isn't your thing, this might not be either.