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Enebias: ...
Eh? Videogames are subjective. My criticism doesn't necessarily need to apply to everybody playing the game, how does it make it bad criticism tho? (not to mention that the lack of checkpoints is just about the most criticized thing about Volgarr) You can say all you want that this was the goal all along, but, in my eyes, that doesn't make it good design. If somebody makes an FPS entirely focused on shooting bullet spongy enemies with guns that do no damage, I will say that I didn't like it because it was full of bullet spongy enemies with guns that do no damage. I have no idea how did you even reach the conclusion of the world revolving around me, I can speak for myself and only for myself, and in my opinion, the game is broken, and what caused a lot of criticism should be fairly trivial to fix.
Opinions can be wrong, and criticism is bad when it ignores all the counterpart's arguments. Really, why would you insist in saying that the game is broken because the lack of checkpoints when both me and Mentalepsy stated that there is a checkpoint nearly every 5 minutes? If you don't believe us, play the game yourself or watch a walktrough on youtube and you'll see with your own eyes.

Anyway, an error could be on my part. Yamamoto Tsunetomo once said something that could translate more or less like this: "Before expressing your own dissent, ensure if the other is willing to acknowledge it or not".
Following the famous samurai example, it would be wiser for me to abandon this pointless conversation.
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Enebias: Opinions can be wrong, and criticism is bad when it ignores all the counterpart's arguments.
First of all: I understand the counterpart's arguments. I do realize that devs opted for the approach they chose to force player into replaying the same parts over and over and over again, believing that this will make players memorize the levels and perfect themselves on every step to achieve the best possible result. And they weren't wrong, that is how the game plays - and all credit to them, Volgarr is one of the few actually fair platformers which never throws bullshit you have no way of expecting in your general direction. Levels are very well designed, and it's fun to repeat them, look for secrets and try different approaches. If the game was just bullshit difficult and wasn't so well put together, I just wouldn't care and wouldn't partake in a discussion like this, however, it's not and...

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Enebias: Really, why would you insist in saying that the game is broken because the lack of checkpoints when both me and Mentalepsy stated that there is a checkpoint nearly every 5 minutes? If you don't believe us, play the game yourself or watch a walktrough on youtube and you'll see with your own eyes.
... that's exactly the problem. The strong suit of the game is to perfect yourself, to make use of your resources and to persist. But, when you have perfected yourself, when you know exactly what to do and when you don't make mistakes, well... The game suddenly becomes a chore. What am I getting at is that yes, checkpoints might be positioned 5 minutes from each other, but (specifically) the second boss encounter becomes a pointless slog, and to repeat this encounter as much as 5 times, 5 minutes suddenly become half an hour of repeatedly doing precisely the same thing over and over and over. There's no perfecting, there's no exploring - there's just repeating the same movements, all that just to give the boss another shot. And that's frustrating and pointless. This was good design back when you've had to feed coins to the machine for playtime, but that's not happening nowadays - and my time is too valuable to waste on repetition. Which is just a bloody shame because I love Volgarr - despite of that, I can't actually recommend it to anyone. And all of this could be fixed by a single checkpoint before any boss encounter. Optional checkpoint, toggleable in settings or whatever (I've even seen a great suggestion of making boss encounters availible separately from in-game menu to practice them, I mean there's so many solutions that this particular problem should not even exist).
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Fenixp:
I see. You should have posted this before: it would have straightened a lot of misunderstandings, because it's actually a well-written and very good point! My apologies if I have been too harsh... I admit I didn't get your arguments before the last post, might be the effect of my bad English. Peace! :)
If I had to choose one of the solutions you listed, I would go for the separate boss encounters training. I feel that if there was a checkpoint right before one of the bad guys, everything would be MUCH more difficult: nobody wants to fight beasts like those with just a shield and the basic sword, right? I Hope that in their next game (which, by the way, is already in developement under the name of "Eternal Helix") Crazy Viking Studios will add a boss rush mode.
Post edited March 21, 2014 by Enebias
I agree with the OP, all these naysayers are spoiled. It's like watching someone go into a fruitstore and complain that they don't sell books (not that I ever saw such a thing) ... go to a bookstore. Similarly, this game was made for people who want an oldstyle game with acrappy oldstyle checkpoint/life system and for people that don't like that there are plenty of other games.

Besides that, you can't just add checkpoints, it would completely unbalance the game.

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Fenixp: But, when you have perfected yourself, when you know exactly what to do and when you don't make mistakes, well... The game suddenly becomes a chore. What am I getting at is that yes, checkpoints might be positioned 5 minutes from each other, but (specifically) the second boss encounter becomes a pointless slog, and to repeat this encounter as much as 5 times, 5 minutes suddenly become half an hour of repeatedly doing precisely the same thing over and over and over. There's no perfecting, there's no exploring
I don't really agree with that. By the time you have truly perfected a level and get to the boss fully upgraded, you'll have had plenty of bossattempts and it is not going to take half an hour worth of tries to finish said boss. At least, that's not my experience.

I also feel that this game might not be for those who consider it a mindless grind ones they know the game through and through. For me a these sorta games have become a source for relaxation from that moment on. I copy it to a stick, take it work and try to beat the game during lunchhour. If I die that's cool because than I can eat. When I don't that's cool too because I will have finished the game again, which is enjoyable so win win on all counts.