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	<title>Comments on: Monster Hunter Freedom 2</title>
	<atom:link href="http://blog.ortizgames.com/2008/08/28/monster-hunter-freedom-2/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.ortizgames.com/2008/08/28/monster-hunter-freedom-2/</link>
	<description>High Expectations and Sharp Observations</description>
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		<title>By: aortiz</title>
		<link>http://blog.ortizgames.com/2008/08/28/monster-hunter-freedom-2/comment-page-1/#comment-142</link>
		<dc:creator>aortiz</dc:creator>
		<pubDate>Fri, 29 Aug 2008 23:24:35 +0000</pubDate>
		<guid isPermaLink="false">http://aortiz.wordpress.com/?p=335#comment-142</guid>
		<description>@César: There IS a difference.
While Monster Hunter has particular difficulty levels for each of its enemies, allowing you to eventually overpower them as you increase your armor and weapon strength, Too Human scales the game in difficulty according to your power. So no matter what armor or weapons you use, the game will continue to be just as hard. The same kind of system is implemented in FF8, FFXII, FF Tactics, Ninja Gaiden and several fighting games.

It&#039;s great for the challenge, but it proved to be all wrong for Dyack&#039;s game, since players expect that as their power increases they should be able to crush enemies they&#039;ve fought before.

Some games implement an mix of the two, by scaling new enemies to your level but leaving enemies in areas you&#039;ve already visited at the same level you encountered them. Because Too Human is a linear playthrough game, this aesthetic would have been impossible to complete. So Too Human was simply a bad coordination of design ideas.</description>
		<content:encoded><![CDATA[<p>@César: There IS a difference.<br />
While Monster Hunter has particular difficulty levels for each of its enemies, allowing you to eventually overpower them as you increase your armor and weapon strength, Too Human scales the game in difficulty according to your power. So no matter what armor or weapons you use, the game will continue to be just as hard. The same kind of system is implemented in FF8, FFXII, FF Tactics, Ninja Gaiden and several fighting games.</p>
<p>It&#8217;s great for the challenge, but it proved to be all wrong for Dyack&#8217;s game, since players expect that as their power increases they should be able to crush enemies they&#8217;ve fought before.</p>
<p>Some games implement an mix of the two, by scaling new enemies to your level but leaving enemies in areas you&#8217;ve already visited at the same level you encountered them. Because Too Human is a linear playthrough game, this aesthetic would have been impossible to complete. So Too Human was simply a bad coordination of design ideas.</p>
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		<title>By: César</title>
		<link>http://blog.ortizgames.com/2008/08/28/monster-hunter-freedom-2/comment-page-1/#comment-141</link>
		<dc:creator>César</dc:creator>
		<pubDate>Fri, 29 Aug 2008 23:04:59 +0000</pubDate>
		<guid isPermaLink="false">http://aortiz.wordpress.com/?p=335#comment-141</guid>
		<description>This game is so addictive, I can&#039;t wait for you to come back and waist all afternoon gathering monster loot.

Dyack should&#039;ve taken a look at MH before making Too Human (same Idea BADLY executed).</description>
		<content:encoded><![CDATA[<p>This game is so addictive, I can&#8217;t wait for you to come back and waist all afternoon gathering monster loot.</p>
<p>Dyack should&#8217;ve taken a look at MH before making Too Human (same Idea BADLY executed).</p>
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