I don't want to stand on a soapbox here, however I have begun to notice an "issue" with 1001 Spikes, and something that could potentially be an issue for games "similar" to it that are now confident to come out and present a much more challenging, "Dark Souls" like experience. Obviously Dark Souls isn't the only hard game in existent, but games flooding through the gates taking inspiration from Spelunky and Dark Souls is not something new.
The issue at hand however, is what determines a fair, balanced, challenge and what is just a challenge for the sake of it. After watching the Quick Look to this enhanced remake and my recent experience with some more difficult games, I figured this game would be right up my wheelhouse. I instantly downloaded it, and begun having a solid time as the game was teaching me the error of my ways similar to any harder game. You usually never die without learning something. The game generally was well developed. At least early on. As the stages began to get harder, and harder. I started to notice...the "fuck you" element of this game get taken to a new height. A height that I think is a detriment to it's game design, and actually serves no real purpose.
It made me really wonder if games inspired by the more challenging resurrection we are seeing are going to get lost in the "it has to be harder and harder" edge as opposed to understanding what actually makes these challenging games compelling. First and formost these challenging games are compelling because you can actually see your skill curve go up over time. The thrill of finally accomplishing a challenge as you learn from every death, master the mechanics, and overcome is a big joy of games like this. However 1001 Spikes has several levels in it where you can't learn anything from death. Several levels are paced in such a way that there is absolutely zero time to stop and figure out what killed you and why, and at times you just randomly guess/reflex your way through the pacing. In those cases the game is hard simply for the sake of it. It feels like the developer just added in harder elements because they felt that is what makes these games so good, without actually understanding the pacing/structure to how that aspect of the game design SHOULD work.
In a game like this, at least in my mind, at no point should a player not be able to understand what is happening or why they died. I encountered several levels where once you hit a certain point in the level, you couldn't stop moving until the end. Ever. Which would be fine if the screen was large enough for me to see all the traps/challenges I was going to encounter in advance, and figure out the timing or pacing of it to learn and master every area. But in a lot of cases you can't see more than a few traps ahead of you. So you proceed through, there is zero safe ground for you to at all try to figure out whats coming next and you just go, hoping for the best. You end up dying and because you had zero time to actually figure out anything of what is killing you, you go back to square one. This is a perfect example of flawed game design when it comes to creating a difficult game like this. I certainly hope 1001 Spikes ends up being the odd straw out for future games that continue to take inspiration from this new movement, because I think losing the essence of what makes these games so fun and compelling pretty much kills the resurrection these genres have been experiencing.
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