Videogame Review, Super Ghouls ‘N Ghosts for the Super Nintendo (w/ Nintendo Switch)
You can’t think it’s real. If anything, the game is strange. We often create strange things to reject reality. So, something can’t exactly be real AND strange. Sonic the Hedgehog is strange. Super Mario is strange. And, as such, Super Ghouls ’N Ghosts is strange. It’s a fantasy in the works. The works include weapons, castles, exploration, arcade, fighting, shooting, fire, direction, and angle. Or, not “angle” so much. For the most part we either get one angle or no angle at all. For Super Ghouls ’N Ghosts, you can change directions and you must let angles be. Directions change and the angles remain. A problem occurs here. Reality doesn’t have this “angle” issue. You get this angle issue with 2D video games. At least, for the most part, when you get a 2D game, the angles are already there in the game. This leads to frustration and anxiety with any challenge presented in a 2D game unless I’m mistaken of any exceptions to this rule I’m proposing. Is it true that, if you go in one direction (left, right, up, down), you simply make contact with an enemy in real life? No, of course not. Angles determine the quality of your directions. Super Ghouls ’N Ghosts is a hopeless case of difficulty due to this problem. On one side of the coin, the game looks fantastic; on the other side of the coin, the game is very hard to play… too hard to play, for most people. It’s not really a victory when I have to die a lot to reach the same end of a fantasy game. The Nintendo Switch does allow me to save the game and make some progress. (Thank God!) It’s a Super Nintendo game of the ages. I’ll give it that. It’s a meaningful expression. Yet, with meaning, there’s conflicting ideas of definition. You change directions for the game while having angles remain to be of no control. Death happens in the game because of this. You have progress for this game. However, for this game you have progress on, you don’t always “make” progress. We have progress. But, we don’t always make progress. Super Ghouls ’N Ghosts is a game from the past and it’s dated. We can expect that much for the Super Nintendo. Even good 2D games can have this problem. It’s due to ignorance that we enjoy much humor. Fighting games in particular get very extreme with the motions of gameplay experience. Does pushing A really make something useful in my world? It depends on the story under suggested use. Of course, under suggested use, I should be given a warning with some clarity of purpose. Enemies stink. I can smell without that much approach. But what really kills this Super Nintendo “classic” is the video. The video goes from fast to slow and slow to fast depending on space and location. Keep in mind that there’s still only one angle to the whole approach. One angle, or, just no angle. I can’t exactly have my knight “step away from the counter”. Any counter from enemies goes along the luck of error. It’s not really surprising. Most 2D video games are generally strange. For a fantasy to exist, you must be strange on something. I’m not sure if I should tell programmers to stop being so strange. People can get weird for little to no reason. Maybe adjusting the feature presentation would change the unique vision for the better. But, in turn, this can make the game disappear from existence for a fake copy of the original mistake. I end this review here.
https://www.deviantart.com/gameuniverso/art/Review-of-Super-Ghouls-N-Ghosts-SNES-and-Switch-895122913
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