DunDunDunpachi
Patient MembeR
Within reason, of course. I was playing Diablo 3 on the Switch the other day (and on handheld mode, gasp!) and I noticed that if the map is open enough and has enough enemies on it, I can make the game chug a bit due to all the action on screen. In Diablo 3's case, the slowdown doesn't provide an advantage nor does it end up killing me, but I still find this really satisfying.
Another obvious example would be slowdown in shmups. Often, the slowdown can be used to the player's advantage if it consistently appears in the same part of the stage.
This phenomenon has become rarer in modern videogames. As long as the slowdown doesn't cause me to die, I feel as though I am pushing the game hardware / engine to its absolute limits. I'm not saying slowdown is a good thing from a technical perspective. Perhaps I only like it because it reminds me of older videogames where the issue was more prevalent and obvious.
Another obvious example would be slowdown in shmups. Often, the slowdown can be used to the player's advantage if it consistently appears in the same part of the stage.
This phenomenon has become rarer in modern videogames. As long as the slowdown doesn't cause me to die, I feel as though I am pushing the game hardware / engine to its absolute limits. I'm not saying slowdown is a good thing from a technical perspective. Perhaps I only like it because it reminds me of older videogames where the issue was more prevalent and obvious.