- cross-posted to:
- [email protected]
- cross-posted to:
- [email protected]
Warner Bros. is shutting down the team responsible for one of the most interesting narrative design mechanics in recent memory
Warner Bros. is shutting down the team responsible for one of the most interesting narrative design mechanics in recent memory
Thanks for the reply.
This seems like a great way to ensure that the player can’t beat the level. I assume there’s a maximum difficulty where the enemy is still possible to beat?
Also, when does the boosted difficulty reset for the level? After beating it? I am not a fan of frustrating games, so I can’t even imagine playing a game like this without just quitting.
Nah, that person is just REALLY bad at video games and salty.
First off, there aren’t really “levels”. It’s an open world with missions.
The enemies that get stronger gain specific abilities that prevent you from taking them out with specific strategies (some are immune to stealth, some are immune to archery, etc).
Each nemesis enemy also has specific weaknesses that can be learned about before going into combat.
It’s not always positive.
Sometimes you could fight an enemy and set them on fire and they ran away in fear. Now they’re terrified of you, and fire.
Sometimes you could lose to an enemy but wound them heavily so now they hate you, they’re missing an arm but have a axe there.
They’re stronger in some ways and weaker in others. The most important thing is they’re different.
It added a layer of growth and made it so you couldn’t just “learn the dodges” but instead had to actually grow too.
That sounds really cool.
It was ridiculously cool, if you haven’t played the 2 middle earth games that use it you ought to give em a shot
Which games are those?
Shadow of Mordor and then Shadow of War