What ever happened to Hard mode?
So far the game is awesome, glad to see the series revived.
good job guys!
What ever happened to the games having a "hard mode"?
MI 1-3 all had a mode that were the same puzzles of course just more challenging. Then starting on MI 4, that mode was gone. And if you ask me, that one (and so far this one) is far easier than MI 1-3 (even in their standard mode).
Do you think we will ever see a Hard mode again? I always loved to play the game through once on standard, then again on hard to see the difference.
Does anyone know if the newer MI1: SE coming out is still gonna have that hard mode available?
good job guys!
What ever happened to the games having a "hard mode"?
MI 1-3 all had a mode that were the same puzzles of course just more challenging. Then starting on MI 4, that mode was gone. And if you ask me, that one (and so far this one) is far easier than MI 1-3 (even in their standard mode).
Do you think we will ever see a Hard mode again? I always loved to play the game through once on standard, then again on hard to see the difference.
Does anyone know if the newer MI1: SE coming out is still gonna have that hard mode available?
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Yup. There was also no hard mode in MI2 - only easy mode
Sure, the difficulty may be a little easier so far in TMI, but it's not as if puzzles are being missed out!
I know this, but aren't you being a bit pedantic? Geeze, these people come in here and talk like they're the only ones who know a bit of MI history. I've been around, too. ;P
1) sure, they called the harder mode in CMI 'Mega-Monkey' or whatever, but everyone knows that that was the full game wheareas the other one was a stripped down version, just like in MI2
2) Sure, you could fiddle about using trickery and such to access the Lite mode in MI2CD, but if they thought it was THAT important then they would have found a way of putting the difficult screen back in or giving you an option. For all intents and purposes, it wasn't included, even if it was technically there on the disc.
thought that the winky ;P might have been a slight tip off that I wasn't really being entirely serious in my percieved 'head biting', but oh well. :rolleyes:
I suppose the only point I was attempting to make, poorly, was that if they'd considered the difficulty modes all that important, they would have made sure they were accessible in '94.
the "hard" modes still weren't really THAT hard, just more complex and much more fun
But, moreso my point was that there were 2 modes, one more complex than the other. Also making the point that MI4 and MI5 (so far) are much easier games than even the "lite" versions of MI1-3, what happened?
Where did the challenge go?
Modern gamers do not like challange. Simple as that =(
I don't know how hard Tales is going to be at the end of the day but you're only 1/5 through the game at this point. Don't forget that
Way to oversimplify the issue.
The problem is, in old adventure games the difficulty was all too often not due to a puzzle being really logically taxing or requiring a lot of thinking through, but becaise the puzzle didn't quite make sense or was flawed in some other way.
When someone is more likely to solve a puzzle by random combinations than by thinking it through, that is arguably not a good thing. Telltale's aim has been, and continues to be making puzzles which are enough of a challenge to make you think, but not so obscure as to be unfair.
This is an incredibly difficult thing to do, and after some shakey starts it seems to me that they are getting better and better at it. To simply say that they're pandering to a more impatient, casual audience who 'don't like challenge' is to misrepresent all the good work they've done toward designing puzzles which require some thought but ultimately can be worked through without all the frustrating pixel hunting or try-everything-with-everything puzzles that wer never fun, even in the earlier MI games.
I can see how that would make things extra hard, giggity...
The one good thing about them having a 'lite' mode is that by going straight to the 'hard' mode and finishing it you felt like a genius.
Excellent point Jake. I absolutely love MI2 to bits, but I never really saw the point of the "lite" mode. Playing through "normal" mode first and then "lite" mode seems pretty pointless. I actually did it the other way around back then, and apart from also not being particularly helpful (I think I didn't find the fisherman for ages because he simply didn't exist or wasn't relevant in the lite version), I sort of wished I'd played it on full to begin with, so that I didn't know the story already.
The hint system seems like a much better way to achieve the result of helping players who might get stuck. (Although I can't say how well it works since I don't play with it on.) Of course it doesn't give the game replay value; once you know the solution to the puzzle thanks to the help system, you know it after all. But as I said above, I didn't think the addition to replay value was all that great in MI2 either - replay value came from the fun, as it does in TMI so far.
Regarding puzzle difficulty - I never really got stuck on this one, but that doesn't mean I totally breezed through either. It would be ok to lift the complexity of puzzles throughout the series, but _only_ IMO if there is lots to explore and maybe some additional hints to discover about the more difficult puzzles by this exploration.
And thanks again for a great first instalment!