Saturday, September 21, 2013

The pull through

I have seen the dizzying heights of rupee wealth. Now, now I am once more on the bottom of the barrel. Uncle Rupee's designs to get rich off of the sweat of the working "Tingle" class aside, the costs of things near the end of Rosy Rupeeland are exorbitant. How anyone could get to a million rupees in this game is beyond me, to do so you'd need to grind so hard that were it broadcast on a prominent awards show you would end up the focus of incredible backlash.

Though, the cost of the last few bits of Rosy Rupeeland is the only thing that's difficult about them. There are some tricky fights ahead, to be sure, but they aren't going to require much more than well timed and furious tapping to get through them. Nonetheless, this apparently anticlimactic remnant is what I've come to expect from the end of most adventure games.

After all, once you've been playing for long enough, the mechanics become familiar. You'll learn their ins and outs, and maybe pick up some tricks or shortcuts to get through particularly sticky bits over the course of an adventure, then, come the end, you just use what you've learned and face the final puzzle that is that last baddie.

A Link to the Past offers a great example of what I mean here.

Once you've reached the point where you're about to fight Ganon, the savvy player will get the golden sword along with the silver arrows, dive into the Pyramid, and use what he or she knows about all of the game's items to handily deal with the trident wielding pig demon. That last fight has some challenge to it, but it's the same sort of challenge offered by a cumulative maths test in high school; only in the rarest case will such a challenge include new material.

As such, my current feeling of Rosy Rupeeland's story pulling me toward the end rather than any further deep challenge is just what I've come to expect from these last bits of such games.

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