- I was never in a rush to learn how to drive. All through high school, I could get anywhere that I wanted on my bike. Everything in the midsized Central Valley town was easily within reach with no need for a car. The closest I ever came was driving the customized pesticide sprayer through my grandfather's plum orchard. So when the time finally came for me to learn how to drive, I had a lot of questions. And of course, I didn't even know which questions were important or not. I remember asking him how the accelerator worked. Did the amount depressed set you to a certain speed or did it work some other way? Eventually I figured it now. Driving is second nature to me know. But it took time and patience to learn the skill.
- Every so often, I pop SSX back in the 360 to give it another try. Unfortunately, SSX is not a drop in, drop out experience. The developers' goal was to make the game much more skill based. They certainly did that. Somewhere in the back of my mind, I remember SSX 3 as a game I could drop in and enjoy, though I'm questioning that now. Was it drop in fun because I was over the learning curve? I don't think I've even approached the curve on SSX. I start the game, flail around wildly, finish last, then give up.
- I had a similar problem with Skullgirls. I had trouble pulling off the moves in the tutorial. There was no way I could take on the single player mode. Not that I didn't try. The very first opponent, the one you can usually button mash past in other games, cleaned the floor with me. On a difficulty that they labeled "Sleepwalk." Maybe an EVO competitor could sleepwalk through it, but I had little idea what to do against the AI.
- Games like these are absolutely intimidating to me. After trying them out, I can see the long climb I have to achieve any proficiency with them. And until I feel proficient, I won't actually be having any fun with the game. I'm sure that mastering them will be quite an achievement. But when faced with that deep of a time sink, I'm not sure that the return on my investment will be any greater than any of the games that I could jump into and enjoy now.
© 2012 Marty Runyon. All rights reserved.
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