DukeTogo1300 said:
I am underestimating people? Because something I like in a game hinders their self-control by removing choice? You are going to have to explain this one for me, I really want to hear how we arrived to that. I was only pointing out that the extras do actually provide me with different gameplay experiences, which further expands on the score attack mechanic. So me being fine with the developer's decision to set it up that way means I don't think others could handle having everything from the get-go? This is a really extreme case of only seeing things from the context of yourself or your argument, on top of being a really weird analogy.
I should maybe point out that if we were allowed to reset this cart, it would only happen if we wanted it to. The direction of this debate has creeped into the pros and cons of having everything locked/unlocked, but having a choice to reset everything means also having the choice to keep everything unlocked. The 'choice' is key here, and my position does not infringe on that for anyone. If you choose to see the hidden unlockables as part of the core game, fine, but I see them as extras that provide extra gameplay options beyond the core game, and I figure that is where Capcom is coming from too. Competitive games whose unlockables change the game balance have been around as long as I can remember. For the RE series it is a bit of a staple to have previously unavailable weapons for your second play-through. I don't see why this is an issue, or how this pertains to Capcom's new save system. You could argue that prior iterations of Mercs were open from the beginning, but they are trying sell this as a full game concept here.
On the pre-achievement era remark, I am one of the gamers you speak of. It seems like I keep getting shoved into this category of stupid sheep gamers, and I will continue to fight it.
But still different right, meaning more than a mere cosmetic difference.
To me, the game of Mercenaries is what you have when you've unlocked all the gameplay stuff. When you have all the skills to mess around with, all of the characters, all of the levels and can start really learning what skills work together, how different loadouts are best used, etc.
There's no real reason for any of that to be unlocked. You're acting like Capcom has done you a favor by making you wait to play parts of the game. Not only that, but you think it's so much a favor that people who want everything unlocked are narrow minded and only want things their way, and can't see your side.
If you wanted to, you could easily limit yourself to playing just as Chris, Jill, and Hunk for the first hour of the game, and then slowly trying out the other character over time, but for some reason you need those artificial limitations to make things worthwhile. Resenting having to go through these steps because people like you want a slow, grindy, limited, drawn out experience make ME self-focused, huh?
Again, I'm not saying that removing choice hinders your self-control, and I have no idea how you arrived at that. I'm saying that the reason for the arbitrary limitation is because you apparently refuse to use self-control to play the game you want and need things completely lock off so that you feel as if you've earned them.
You can say you like score attack games all you like, but your examples prove you're really not that into them. The weapons you get your second time through a main RE game are locked the first time through for a reason, they're so powerful that they would break the game if you had them at first they would break the game. They're more powerful weapons to mess around with after you've completed the balanced experience the developer wanted people to play.
Mercenaries doesn't have an end, or a second playthrough, and it doesn't have any weapons that need to be locked to keep the game balanced, or for any other reason.
And yeah, I'll admit that the characters in MK very technical have small differences, but like I said, they're minuscule compared to the differences between Mercs characters and trying to compare them is an extraordinary stretch.