Amir0x said:You don't understand a gentle flow curve of difficulty? That games crescendo at their most challenging, not at their weakest? That after you learn mechanics, the game should not abandon them right at the pitch for something unrelated?
I am not beyond mixing it up. Nobody is saying that they should not have special segments which require lateral thinking, or unfamiliar gameplay elements. That's part of the game. But when you spend an entire game building up a set of specific gameplay skills, and the difficultly gently increases (as it ALWAYS should - easiest comes first, hardest comes last), you don't fucking toss that shit out the window at the last possible moment for some hollow do-nothing end segment.
Generally speaking, I understand increasing difficulty and that it's the way almost all games do things, but I don't think that's the way it MUST be. I play games for the ride and a modest challenge and I'm not offended as a gamer if I'm not banging my head into the wall at the end of the game. I'm at the point in my life where I can't even try to pretend to be hardcore, especially with the huge backlog I've got.
On Gears specifically, I'd have preferred the game if it was *all* the core stuff. But as far as the stuff that went outside that box, the last segment (before the boss) was probably the most fun of the bunch. And I think Crabcakes nailed it. To me it was akin to "you've beaten the game, now take control of this mildly challenging cutscene (I say mildly assuming it's possible to die).
I wonder if you hold the same criticism for Halo, the original MGS or MGS4 for throwing their core gameplay out the window at the end?