![]() They want the player to struggle, to fight as hard as they can, bang at every crack in the design to try to sneak out a win. If someone is designing a forced loss, what they intend to make the player feel is the grinding stress of knowing that the fight is being lost. Ask any table-top GM what the worst thing they could do to their players, and most will tell you "rocks fall, everyone dies". ![]() Forcing the player to do anything is bad. You tilting is your problem, not the dev's, am sorry. I think it's a great way to move the story forward, even if the story leaves a lot to be desired in general, I think it's one of the few moments where it actually made me feel something :P Reporting the fact that these things don't work might be a lot more productive than going against the developer's creative vision to impose your own by saying "just cutscene it".īesides, the cutscenes are pretty dry and bland in this game, ngl, and the battles absolutely carry it 95%, so that story beat is way better delivered by you getting your ass handed to you than with a bland cutscene. (I haven't on this playthrough myself T.T) Many have done so with this fight on SoW as well. You're absolutely supposed to lose, but if you grind hard enough, and try hard enough, you can absolutely win, and you're rewarded for it. Like the first encounter with Gades in Lufia II on the snes. That a game design problem or a patience problem ? I can't count how many brilliant RPG's in the past made me purposefully lose fights, and a few of them had the great idea to give me the opportunity to try enough for a reward. So tilted I almost stopped and uninstalled ![]() Yeah sure there is an achievement which I'll likely get on my next play through but it's pretty silly when cautious attack, artifacts and etc don't even work properly on that fight. Originally posted by Magical8ball:Fixed/rigged battles are dumb, just cut scene it.
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