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What you describe is very true, but it's a consequence of having a feature that can numb down the difficulty significantly. A workaround of sorts. I don't personally consider that good design philosophy. Think of the concept of quiksaving frequently in the middle of a puzzle just so you don't die from overly tight puzzle timings.
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I take your point on that - the sense I get from those sorts of puzzles tends to be one of relief rather than satisfaction. It can be quite fun to finally nail it down, but the repetition does quite quickly transform into tedium in a few instances, so maybe that's not an exceptional design decision.
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Well, in the initial release, meatsaws were tied to the framerate, so they were literally impossible under some circumstances.
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This quite possibly accounts for the endless, monotonous quicksaving I remember having to do in the Paramonian temple secret - easily the worst part of the game.