
Let's Play Dissolution of Eternity Remastered #08: How Not to Create Difficulty
Difficulty comes in many forms. It can come from needing quick reflexes, puzzling out puzzles, strategic thinking, forward planning and a dash of luck spinrkled in to keep things different. All of these mixed together makes for an exciting and challenging experience, no matter what difficulty level you're playing on.
Then there's how not to make things difficult: random earthquakes.
We've seen this mechanic before in an earlier level, how it throws off our aim while not affecting the enemies. This in itself is one way of making things more challenging but honestly, it was more frustrating than anything. The game has more tectonic activity in our future, however, and it's put it in a jumping puzzle with no punishment for falling except wasting time.
This combination of things is not fun. It doesn't present any extra risk, it just makes the jumps you have to perform incrediably likely to fail through no fault of your own, padding out the time you spend on the level. This is tedious and I am not a fan of this kind of level design and while it's only the first time that the developers of this mission pack have dropped the ball like this, it makes me worried that it won't be the last.
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