I fail to see how it's broken. Not every single element has to be at the surface of the game, telling you exactly what's going on.
What's wrong with having to dodge medals? I'm sure nobody has an emotional attachment to them. They won't be missed. It's another way of interacting with the game, albeit an unorthodox one.
If the game showed you your rank, would it be alright then? I'm perfectly fine with just accepting it as another element of the game and working with it, getting lots of pleasure from playing the game, rather than being upset with something that is completely within my power to understand and manipulate.
Exactly.Icarus wrote:First, rank existed well before Raizing took a hold of it, and even back then it was just as invisible, and controlled by external and often unusual factors.Udderdude wrote:Also nice job with the ad hominem jab there. Real mature. Obviously I must be terrible at it since I don't like it. Your logic is just flawless. Clearly I'm too dumb to avoid power-ups and medals once I know that doing so raises the rank to impossible-to-survive levels. Or maybe I don't like it FOR THE REASONS I STATED - It's a broken, hidden mechanic that doesn't make the game any more enjoyable once you figure it out. Maybe you like dodging medals instead of grabbing them .. I think having to do so is just ridiculous. I guess maxing your score while avoiding the rank climb to ludicrous levels is interesting if you like playing "Guess the number", since the game doesn't actually show you your rank.
Second, the information on the system was distributed by Raizing themselves during the arcade game's release, and again on the Saturn disc. This information was further disseminated via the internet to players around the world on various websites including ours. Sure, the game itself doesn't tell you how to control the system via an in-game tutorial, but where would the fun in strategy development be if the game itself told you how to control the system? I like a little mystery in my games, it's more rewarding when you make the discoveries.
Third, rank management isn't exactly difficult in any Raizing, not by a long shot. Perhaps you just don't like complexity or challenge in your games.
Finally, a game's design isn't broken if a great majority of players here and around the world have figured out and have gotten to grips with the system, and with less complaining to boot. Perhaps 'thinking out of the box' doesn't suit your playstyle, but it doesn't make the game broken if that is the case. Taste is subjective.