@Brodehouse: I suppose it is all about semantics. I call that punishment. A penalty set by the game for your failure. You have to repeat the part you've done dozens of times before, even if it lasts only seconds. In any case, I do like the SMB system and it works well, though I don't like how it lends itself to brute-forcing a level until you luck out. I got the Kid too but patience had more to do with it than skill of any sort, which is what I think difficulty should be about. But it's not like setting the player further back will make brute-forcing impossible, just less optimal.
I can't really argue on what the writer thinks about the difficulty issue, as I haven't played Demon's Souls or the first Zeldas. He wants Demon's Souls Zelda, old-school Zelda, but I don't know what that really means, other than a difficulty increase and focus on combat rather than bomb puzzles. Sounds good on paper, I'd probably like it, even if it went as far as roguelikes. I get why you wouldn't, though, and I agree on many of your points regarding punishing the player.
Log in to comment