How many times have you played video games where the
end-of-game difficulty is a quantum leap over
the rest of the game?
I can think of numerous titles that gave me
little trouble over the twenty or more hours I played, when all of the sudden,
the challenge ramps up to astronomical levels.
Even if a game that has an erratic difficulty curve is phenomenal, it
can leave a sour taste in your mouth.
When I think about difficulty spikes, a few games come to mind: Star
Ocean: Till the End of Time, Suikoden V, Dragon Quest IV, and Terranigma.
Sure, there are games in other genres that
have this problem (Mega Man comes to mind), but this problem seems to be especially
frequent in RPGs.
Out of this entire list, Star Ocean: Till the End of time is
the most blatant offender.
For the most
part, Star Ocean 3 is fairly easy as long as you fight enemies consistently and
continue to buy new weapons.
There comes
a point in the game however, where the difficulty curve makes a leap the
equivalent of a small town like Podunk growing into a bustling metropolis like LA.
I was making quick work of the game's bosses,
when suddenly, regular enemies started making me run for the hills.
You would think it'd be wise to sit and fight
these insanely difficult enemies to gain massive amounts of experience, but as they
say in Star Trek, resistance is futile.
Not only do these enemies send your characters crying to their mamas,
but they also give paltry amounts of experience.
Why waste your time fighting these nearly
invincible foes when you can waste hours fighting paraplegic enemies that give
you the same amount of experience?
The
problem is--neither option works.
What
you have to do instead, is spend countless hours with a weapon-making mini-game.
Some people might enjoy that kind of thing,
but for someone like me that mainly wants to experience the central story, this
forced side quest turned me off as quickly as Fabio repels straight males.
As I mentioned earlier, Star Ocean: Till the End of time
isn't the only guilty party.
Suikoden V
is another game that infuriated me towards the end.
To me, Suikoden V was a great prequel to the
Suikoden series that lived up to the legacy of the first two games.
The politically charged narrative was great,
and the various battle systems gave me no trouble as usual.
However, like FFVI, the end forces you to
split up into three parties of six.
This
probably doesn't sound that bad, but when you consider the fact that you have
to spend several hundred thousand potch (Suikoden's currency) on upgrading
weapons and armor for your characters, this can be a grueling experience.
I was playing Suikoden V in the summer, and
coming home from painting to grind for hours wasn't a fun experience.
I persevered and earned the money necessary
to buy my characters equipment, but only because I cared about the Suikoden
series enough to see the game's conclusion.
The end of Suikoden V was a pain, but at least I managed to complete it,
unlike Star Ocean 3.
Dragon Quest IV is another game that robbed me of my
precious time.
Previously, I hated
everything Dragon Quest related, but this was the first DQ (besides the ice
cream) that I actually enjoyed.
The
scenario system was innovative, and the dialogue was charming, despite the
sometimes poor accents.
As you probably
already know, Dragon Quest games are about as traditional as you can get when
it comes to RPGs, so there's non-stop grinding.
I didn't mind too much throughout most of the game, because the battles are
generally fast-paced, and I didn't have to run in circles to level up
that often, but things got out of hand
at the end of the game.
I had been
terrorizing the game's bosses, but the head honcho decided to give me
grief.
This sleezebagano decimated my
nearly unstoppable party the first few times I fought him.
I took the hint, and spent a couple hours
leveling up, so I could thrash him, but once again, I wasted valuable time.
Square-Enix could have easily done a little
fine-tuning to balance the final boss, but I guess they wanted us to work for
it.
It would have been nice if they only
made the extended portion of the game a grind fest, but I guess this
is Dragon Quest.
The final flagrant fouler I'd like to mention is
Terranigma.
In comparison to the other
games I mentioned, the crimes committed by Terranigma are minor; Terranigma's
end is the equivalent of shoplifting, while the other games committed capital
murder.
I recently played through
Terranigma, and I only died a couple times during the entire game, mostly due
to careless mistakes.
Fast-forward to
the final boss, and the game is suddenly incredibly unbalanced.
Terranigma warns you to save before
descending to the underworld to encounter this godly foe, but with three save
files, it's likely that some gamers would ignore the warning.
There was a reason for this warning: You
can't return to the surface to level up to prepare for this brutal boss
encounter.
Due to using an emulator, I
managed to beat the final boss with relatively low levels (level 29 to be
exact), but it took nearly two hours of utilizing my quick reflexes and the
handy save state option.
If I had known
about this unbalanced final boss, I would have gained two to four extra levels
to do uber-damage to this titan.
This boss is so unbalanced that players with a
character level of lower than 31 will have an extremely difficult time
defeating him.
When you're below level
31, your attacks do a paltry 2-5 damage, so you have to strike him for what
seems like an eternity.
This game is
old, so I can let that slide, but it's inexcusable that games of today are
still using these cheap gameplay extension tricks.
After experiencing multiple games with erratic difficulty
curves, I've decided that enough is enough.
I'm sure that I'm not the only gamer that feels this way, so I thought I'd
ask what you, the gaming community
thinks. Are games with huge difficulty
spikes inexcusable in this day and age? Should
developers spend more time balancing their software? Is this kind of practice acceptable as long
as they warn us ahead of time?
It is time for game developers to hear our voice.