7 Weird Ways Games Punished You for Going Slow: Commenter Edition



We’ve spoken before on the channel about the weird ways games punish you for going slow, but the comments of that video were full of further suggestions from games that gave you a hard time for being a slowpoke. So here are seven of our favourite suggestions. Enjoy, and subscribe for a video like this every Thursday from Outside Xbox!


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27 thoughts on “7 Weird Ways Games Punished You for Going Slow: Commenter Edition”

  1. Noita :
    The game itself doesn't discourage to play it slow, in fac tit evne encourage to do so.
    You are punishign yourself, because if you want to play slow…you can pleay REALLY slow, considering the game has permadeath and is clearly one of the roguelike with the most unforgiving deaths, so you might has well do a 5h run and end up dying in mere 2 seconds because of a small mistake, while someone who played more recklessly might have achieved the same in 30 minutes.
    "well, what's wrong with taking your time then?"
    The game is deep…incredibly deep, coupled with a huge randomness and hiden content, so if each of your run are at a snail pace you'll never came close to experience a lot of the game secrets and mechanics.

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  2. Wildermyth :
    When it's about battle, the game doesn't punish you at all for playing slow, quite the contrary, you better try to end up the fights with as little damage as possible… beside some fights where ennemy reinforcement arrive after X turns (or for some boss battle, spawn until you have defeated the boss )

    But outside battle? Oh boy ! you have not one but MULTIPLE timers that encourage you to be efficient and go fast
    – Your characters AGE, and when they get older their physical stats may wither, and once they're old enought tey'll simply retire after the end of a chapter
    – Ennemies "infection" spread over the world, making tiles harder (not always a bad thing, more xp yay ), so don't let some tiles unchecked for too long
    – hordes will spawn periodically, marchign toward settlements to take over them, and that's a lot of ennemies to fight. it's surely offer plenty of reward to defeat them but bothering intercepting them is yet an other time waste.
    – In the final chapter of a campaign on top of the usual time constraint random tiles of the world will be periodically targetted by a disaster, like a flood or wildfire, where you'll had to dispatch some heroes to take care of it (if it's actually possible to do something, with flood tiles are immediatly gone )
    – Not really a timer but each time you win a battle a "calamity" card is added to ennemies, this might mean a new stronger ennemy could be in the battles or adding perks to existing ennemies, so actually grinding fights might be counter productive because the buff to the ennemies might outweight the gain of your own team (expecially if it's xp and gear for your soon to be retired heroes )

    Add all of this together, and you see why rushing the objectives might not be a bad idea instead of trying to 100% the world

    Oh and between each chapter some years pass, how many? Well it depend of the number of tiles under ennemy control, so actually rushing the main objective might actually make your character age faster 🙂

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  3. Pokemon Black also… if you play only a little at a time over several days as opposed to try to marathon it ASAP, by the time you get to black city, there is no one there to battle.

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