I forgot to mention something about Hearts: puzzles. Why did games start dropping those in dungeons? I've noticed many times dungeons are just linear paths with the occasional split between a treasure and the way forward, but that's it. Puzzles help ameliorate the monotony of walking forward. I'm not saying they have to be Wild ARMs level of difficulty, i.e. damned near impossible unless you have a FAQ, but a little block-moving problem would be sufficient. Hearts was the level of difficulty I wanted, and for that I give it props.
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