Aug 28
“It’s a haaaard life,” singed Freddy Mercury. Hard games are good. It’s part of what makes it fun — the challenge, the difficulty, the stuff that makes people watching you play go “oh my god how did he do that that truck was coming at him full speed and he dodged the two cars while slamming into the third he’s psychic”. Be it bullet-speed reflexes at work dodging 8 lanes of traffic coming your way, frame-counting prowess so you start the combo counter at the precise moment your opponent starts raising his katana, or being so used to the square grid and movement rates that your monk reaches both enemy archers for a spin attack without ever getting hit, we find it lots of fun when we are able — nay, required — to hone our skills to a point we didn’t think ourselves capable of. It’s just way cool, and it’s what we do — we’re hardcore gamers.
But people sometimes seem to lose sight of the fact that there’s hard, and there’s dumb. Ninja Gaiden is hard. No problem there. It takes work and lots of replays to beat the toughest bosses (and frankly, some of the easier minions as well). Ikaruga is hard. Having to switch colors with lighting speed to avoid getting popped by a single shot in the middle of a sea of enemy fire? That’s cool.
Ghosts’n'Goblins (PSP), however, presents what I think is a dumb kind of difficulty. Don’t get me wrong — I think it’s a great game, well done and lots of fun. But the fixed-length jumping just doesn’t make sense. It never did, and it doesn’t now. It’s not a hard game per se — it just has a bad and outdated control scheme. The PSP version inherited the jumping style from the original arcade et al, versions, and it just sucks way too much. For those who are not familiarized with it, jumping involves choosing a direction (left, right, or straight) and pressing the button. That’s it. No air control, no shortening your jump, no nothing. Once you started the jump, you’re committed to it.
This, of course, creates an arbitrary difficulty decision. I’m not talking about dodging bullets mid-air — one wouldn’t be able to do that in real life, either. But it’s hard to get your jumps right. If you just want to climb the step in front of you, you have to step back and jump on top of it. Jumping across lava stones becomes a frustrating affair — where in real life (well, ok, not many of us jump over stones on lava streams, but anyway) one could mentally measure the distance and jump accurately without even thinking about it, in G’n'G one has to step onto a precise spot so the jump will come out right.
Some people argue, “that’s good. That’s what makes the game hard”. I disagree — that’s what makes it have a bad control scheme. It loses playability.
You want to make a game hard? Make it more complex. Throw in more enemies. Make things go faster. Make the opponents smarter. All of the above! But don’t hurt our ability to play… please.