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Challenge Accepted: Why fake difficulty is still a thing

What, specifically?  It.  All of it.

Fakin’ it.

Fake difficulty isn’t a term of praise. Which is kind of obvious from the name, I know.

If you’re not well-versed in fake difficulty as a named concept, you’ll still know it when you see it.  The mandatory stealth section when this game had not required any stealth gameplay before now.  The camera angles that shift when you make a jump.  The sudden mechanical shift into a whole new sort of game that you may not be any good at.  A hunt for an object that would be easy to find… if not for the total lack of distinguishing marks from the background.

TVTropes does a good job listing the many, many flavors of fake difficulty, but it only briefly touches upon the fact that it’s not entirely bad.  There are a few reasons it still shows up in games, though, and while some of them are bad, a couple of them are actually better than the alternative.  So why is fake difficulty still a thing?

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The Final Fantasy Project: Final Fantasy III, part 7

I don't expect it to last, but it'll be nice while it does.

Artwork from a sketch by Yoshitaka Amano

I shudder to think at what would happen if the Light Warriors were to put in an application for an airship loan at this point in the game.  They’d be laughed out of the office.  Our first airship got blown up, we used our second one for about three minutes before getting it chained up by some jerk who may have broken one of the foundations of the planet, and then once we get that back we get it shot down in minutes.  The skies here are just evil.

Leaving aside the fact that we can’t keep a flying ship in the air, of course, there is the minor fact that the Light Warriors are trapped somewhere strange after having their ship shot out from underneath them.  As we were in a vehicle at the time, everyone is perfectly fine but the ship is destroyed, leaving us kind of up the creek.  Boy, I sure hope this doesn’t mean we’re about to all be forced into changing classes for a big gimmick section!

(That is exactly what we’re going to have to do.)

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Demo Driver 8: Castlevania: Lords of Shadow (#98)

I like Joe Mad.  If you don't, I apologize for implying that was a selling point.

And you find yourself thinking “I could be playing a game that’s just as dude-centric but with Joe Mad designs,” so that’s not a ringing endorsement.

The Castlevania franchise has been in an odd place as years have gone by.  It has produced a lot of classic games over the years, lots of stuff well worth playing, and it’s one of the few franchises to pull of a wholesale genre switch successfully.  It’s been good, by and large.  Sure, not every game has been a thunderous success, but there’s a sense of continuity just the same.  And there’s a conscious effort by the people in charge not to just turn Castlevania into a franchise of the same thing every few years – see also the mention of a wholesale genre switch above.

At the same time, one wonders how many stories you’ve really got about shaggy dudes going off to fight Dracula in a big old castle over and over.

I commend Castlevania: Lords of Shadow for what it’s trying to do, totally.  I commend it for being a reboot, I commend it for once again trying to reinvent the series in terms of gameplay, and I can’t say that it’s doing a bad job, exactly.  But I can say that it’s a game which would have been better served had it come out three years earlier or so, and I can’t say it sports a particularly good demo.  Even if it does feature Sir Patrick Stewart.

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Telling Stories: Breaking into the middle

Yes, I know, it's a horrible logo. I'm not always good at those.

When I first went to college, I had a very simple goal: do better there than I had in high school.  I had a sound guideline to help me establish that, as well.  I figured that if my first instinct about what to do in any situation had resulted in acting the way I had all through high school, clearly the best course of action would be to gauge my first instinct and then do the opposite in any situation.  Thus, when I saw a pretty girl and a guy chatting at the first meeting of the school’s anime club, I decided the logical course of action was to walk right up and invite myself to the conversation.

The result?  Well, the pretty girl wound up marrying me and the guy roomed with me in college for several years and is still a dear friend.  But that was lucky, since my behavior was so screamingly rude that I’m relatively certain I should have been sent to Behavior Jail.  But of course, how else are you going to insert yourself in a social situation when roleplaying?  Yes, there were dozens of other options open to me as a person in the real world, but if you see interesting roleplaying go down, how do you take part without making your character a rude, abrasive jerk?

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The Final Fantasy Project: Final Fantasy III, part 6

I don't expect it to last, but it'll be nice while it does.

Artwork from a sketch by Yoshitaka Amano

Everything seemed to be going so well for a while there.  We had an airship again after we’d wrecked the first one.  We had not only just finished one leg of our supposed quest, we had done so immediately after finishing the prior leg of the quest, very efficient-like.  (It’s good to have these things on your resume for future world-saving gigs according to Destined Heroes Quarterly.)  We failed to save one shrine maiden!  And now here we are, stuck inside of a town with a big lock on our airship.

I supposed we’d better walk back into the town and find out what’s going on, huh?

Well, yes, but we should also take the opportunity to examine the new jobs we got from the Water Crystal, because this is when we start getting into the fun stuff.  The first crystal gave us the basic lineup, the second one gave us a few nice outliers, but we’ve got some new jobs to play around with!  So let’s take a look at the lot of them.

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