I'd recommend taking BoTW in medium doses. I just can't find enough time to get into a session to make me feel like I'm "making progress" in the game. Also, I find that a "hit and run" tactic works better earlier in the game because you can't take on hordes of enemies at once.
Stock up on arrows. I don't even know the 'proper' way to defeat Waterblight Ganon, I just kept firing arrows at the fucker until he died because FUCK that goddamn spear. Fireblight and Windblight are actually kinda cool puzzle bosses. Thunderblight Ganon can fuck right the hell off though. Had to look up how to beat his ass and I STILL don't remember.
Eternal Darkness. Not when it came out, but when I recently tried to replay it. I loved it when it came out, and finished it on all three alignments. But when I tried to pick it up again recently I just couldn't deal with how slow the character movement was. It felt like how you walk when overburdened in Skyrim all the time. It's a shame that we will never get a sequel, though. I would have loved to see Eternal Darkness II: Mantorok's revenge
Ultimate Spider-Man. The mission with Venom. I had broken edition and it was impossible to go through that mission because of pc stoppage
Monster Hunter World. Monster Hunter is one of those game series that sounds like it should be perfect for me. Lots of grinding, tons of customization, addictive loop of preparation, hunting, and crafting, fighting giant beasts for components, etc. It literally sounds made for me. Yet every time I've tried to get into it in the past, the controls immediately turned me off. It's just soooo ponderous and clunky (please don't take offense at the term if you're a fan, it's just honestly how it feels to me,) to the point that I never feel in control of my movements. With MHW, literally every review said it made the game accessible to newcomers finally. It was universally acclaimed. Now, there are plenty of poorly reviewed games I love. And some highly reviewed games I don't (mainly because I simply don't get much value from multiplayer personally, so if that was a large component of the glowing reviews, it ends up not mattering for me.) But rarely are there single player games this highly/well reviewed and universally hailed that I simply cannot enjoy no matter how hard I try. But MHW is one of those rare games. The controls (and yes, I did all the recommended interface tweaks to "make it control more like a typical action game" - it absolutely does not lol) aren't twitch or action based or responsive in the least. They're combo and systems based more than anything. They have animations you can be locked into that send you veering off into directions you didn't intend to go. Lock-on doesn't work like it does in other games. Even after 15 hours of watching tutorials and trying everything and every weapon type and play style, I still felt like I was fighting both the controls and the camera the entire time regardless of settings. I finally gave up after 35+ hours of trying to learn the ropes and never feeling remotely comfortable with the interface for even a second. Curious, I decided to try God Eater since people compare the two a lot and... I had zero issues. The controls were fluid and intuitive by contrast. I'm not sure why MH just can't click with me but this is definitely one of those rare lessons where a game simply isn't and probably never will be for me. The only other genre or game design that that's ever been true for me prior to this are fighting games. I can't play fighters to save my life lol. Never could, never will. They're another breed of game where the controls just make no intuitive sense to me. That even includes Smash. I tried with Ultimate, but as with MHW, it just wasn't for me. Evidently, I need games where pushing the direction you want to go in actually fluidly moves you that way.
I wanted to try Monster Hunter World, but I couldn't get into Monster Hunter on the 3DS. I'm not sinking 35 hours into a game that I don't enjoy. I think I gave the 3DS version 5 hours and tapped out.
Metroid: Other M..... Got all the way to where you fight the Metroid spitting creature that you have to fight with the splitting freezer missiles and just couldn't get the wonky controller functions to cooperate... Tried it easily 20 times and just couldn't even do much after freezing the metroids. And annoyingly about 6 months later BOTH my son played it and blew right through it like it was nothing.... F**king 10 year olds.....
Lol. As if any of us needed proof that we're getting old. Leave it to the kids to rub our faces in it.
There was this NES game titled "Adventure Island" (the first one). I think we've reach a certain castle of sorts (by observing the background / interior walls or bricks). And quit there.. I felt there was no ending to that game.
I only briefly played any of the Adventure Island series via emulator, but I have heard for years that the games are hard as balls. According to Wikipedia, Adventure Island has 32 stages, so there is an end eventually.
Ha totally forgot about that game. I gave up on it after not being able to get past one of the bosses. Can't remember which one but I think it was pretty early on.
You know what, I only realized this just now that during the 8-bit days it seems most games made while looked simpler graphically it tend the game was made repetitively and only varying difficulties like it doesn't end like Super Mario Bros or Megaman. I had the following games that seems like that: - Battle City = 60 Stages - Yie Ar Kung Fu = 50 or 60 Stages - Macross = 30 or 50 Stages? Maybe? (I haven't pass over Stage 10) - Adventure Island = 32 stages - Bomber Man = 60 Stages WTF with those game devs back in the day?
You already said it. They were trying to stretch out the playtime with relatively little game. Worked for arcade games like Pac-Man, so they figured they could just employ that methodology everywhere. Even now, developers will add multiple difficulty levels in order to extend potential playtime. It seems more "acceptable", now that single game campaigns are substantial enough in their own rights, but it's still the same underlying philosophy.