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NecroNeko

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NecroNeko

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I feel like this game is deliberately obtuse, similar to a Dark Souls. It expects you to figure these things out on your own, but I feel Brad just isn't far enough in to have gotten to that point. It rewards exploration and experimentation and since you can bail on runs with all your stuff there's no reason not to play things a little differently, as each run doesn't have to be a boss run.

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NecroNeko

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That backpack explosion was a real tragedy. They'll be teaching Astroneer cadets about that incident for years to come.

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NecroNeko

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@silenceuk: I think what isn't shown on the video is how an individual (in this case Brad) feels a game is reacting to their input. Because for example, all it takes is the kite being a bit slow to react for you to feel like your attempts to use up/down to move it do nothing. It's the disconnect from the controls that comes from purely watching a game, "I don't know why X had so many problems, I could totally do that it looks EASY" is another result of this. (and we all get that when we see someone fail a challenge a few times.)

When you're playing a game you can attempt something and feel like it's failed, when in fact you haven't pushed it far enough or attempted hard enough/long enough. It's happened to me once or twice in the past and it comes up in quick looks sometimes "Hey dude, I have no idea why that didn't work before, I swear I tried that at the beginning" etc especially in puzzle platformers. The need to keep the video chugging along seems to make it happen more often in quicklooks etc, and all it could take is a second or so more for the attempt to actually work, but when you're playing video games for site content do you double check everything? Or do you push forwards? Because we'd have just as many complaints of "It didn't work the first time, why would it work the second time?" if people spent more time on each potential solution.

It's a hard thing to solve, and honestly I don't think handing a genre of games over to someone else would do it, you'd just have a 'grace period' where people are more forgiving to someone because they're the new puzzle game expert. Then after they had 6 months of the same mistakes/situations under their belt (because every puzzle-game based video has at least one of those points where people get stuck.) there'd be more calls to hand it over to another person, and there always will be, because it's not so much a problem with an individual as it is with watching someone solve a puzzle. Either you take Patrick's approach to the Klepocalypse etc, and take it slow so you just keep running it over and over with minor variations to exhaust the possible solutions, or you just have a go and try to move on a bit faster (which for a quicklook setup is probably the better way to go).

That being said, it's obviously fine to feel frustrated with someone's method, but seeing if you can actually pick apart why that frustration exists is an awful lot more constructive than just pointing it out.

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NecroNeko

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