![]() ![]() But in order to "git gud," there must be something worth "gitting gud" for. And "better" guns and items are all but guaranteed to only drop on later levels, the same levels that most players will need the good items to even get to. Most guns are about as weak as your starting gun, and that's only IF you get a useful one from a chest. Item unlocks shouldn't feel pointless, but they do. You shouldn't have to mag dump all but the most basic enemies to kill them. In fact, there are many fans of retro games that still enjoy Switch, thanks to Switch emulators like Ryujinx, Yuzu or EGG NS. A console characterized by a fabulous catalogue of games full of gems like Enter the Gungeon. Select a hero, or team up in co-op, and battle your way to the bottom of the Gungeon. The Switch is one of the most important video game consoles in the history of video games. Health bonuses shouldn't be gated behind not needing them. Enter the Gungeon is a bullet hell dungeon crawler following a band of misfits seeking to shoot, loot, dodge roll and table-flip their way to personal absolution by reaching the legendary Gungeon’s ultimate treasure: the gun that can kill the past. Why am I going to try to grind runs when every run feels the same as every other run, other than the minuscule chance that I'll find one of the guns I unlocked (that turns out to be even weaker than my starting gear)? Same with Rogue Legacy, Hollow Knight, even Binding of Isaac. Dead Cells always feels like I'm making progress, even in failure. Other games in the Roguelike genre always make the player feel like they're getting somewhere, even if a run doesn't pan out. ![]() It's not the Roguelike or Bullet Hell elements that are putting me off the most, it's the fact I never feel like I'm making any sort of headway. Too much of it is just feels tedious instead of challenging. I like the aesthetic, the sound design, and the bones of the game, but there's too many frustrating elements to the game for me to enjoy it. ![]()
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