I also meant how standards have changed in terms of game design, not just difficulty. The city traversal and world design, while heavily influenced by GTA3, was still pretty fresh at the time. Lack of checkpoints was always a pain, but it was pretty commonplace back then, and a lot of games got a pass with that.
Ah, ok I misunderstood; yeah to that point, I agree that some of the more egregious time sinks like the city traversal to pick up missions would have been found more forgivable at the time. However, regarding checkpoints, what's weird is that checkpoints in Jak and Daxter are very frequent and forgiving - though obviously there's quite a lot different between the two games.
@rethla: It took me a lot more than 5 tries and I ultimately beat it by using the hover board to skip all the combat - which I see oft repeated in FAQs as the most doable solution to that mission, but it doesn't seem like the intended one. There's are several things about that mission that are annoying. Like for example if you touch the water, even for a brief moment, this drone comes up and instantly kills you - which is unlike anything else in the game. They basically break the "world rules" to eliminate a freedom you would otherwise have to artificially constrain you to this very specific combat challenge. Plenty of games employ different types of temporary walls like that, but this one makes you restart the mission, and its especially noticeable and cheap feeling due to the mission being otherwise frustrating.
The only other mission so far that gave me a lot of trouble is this one where you have to pick guys some resistance guys up and drop them off somewhere. However, you're being chased and shot at by guards the whole time. First, I hate the movement of the hover cars in the game, so anything that requires driving under pressure is already a problem. Normally the fragility of the cars is offset by the availability and ease with which you can commandeer a new one, but in this case you have to wait for the AI to ever so painfully find it's way into the passenger seat and they're likely to get killed in the process. That mission very much felt like a "this isn't my fault, this is bad game design" scenario and when I finally beat that mission, it felt more like luck than anything I did. The randomness aligned just right so that I didn't have too much traffic impeding progress and it seemed like there were less guards in choke points.
While those are the only two exceptional challenges I encountered so far (there are more to come apparently), the game is still reasonably hard overall and I typically die at least 3-4 times during the course of most missions. Its not a problem moment to moment, but collectively it adds up and is wearing thin for me. I'll also admit that part of the problem is likely my own expectations, because I didn't come to the game looking for or expecting this type of challenge. I thought it would be pretty similar to the Ratchet games (which are waaaaay easier by comparison), but it's not.
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