What makes a challenge in a game feel cheap or unfair?

These are the correct answers.

>tfw that big snake in the neopets ps2 game kept killing me because I didn't know how to block
>literally spent 3 hours sitting there dying over and over until I learned the block button

10 year old me was kinda dumb

>have to walk on cliff edge
>enemy drops down to attack you from behind
>you to fall to your death from the knock back
basically any bullshit move designed to only be avoided after you've been killed by it once

Nice pic

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metal gear rising is an amazing game, but they should have done a better job of explaining parrys.

same with god hand and the moves that are always on.

i think games should only challenge the player on criteria that has been clearly laid out beforehand.

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Big things only look like they move slow.

RNG
there should always be a fool-proof way to beat a challenge

Source?

Yeah I'm with you, it's one of my favorite games ever but parries literally aren't used until FREE WILL IS A MYTH because they never teach it to you unless you go out of your way to do the training mission.

Also the zendetsu cutting mode thing, I never used it and had a hard time agoains Sundownder and didn't learn it until Armstrong where you absolutely need it.

I'm amazed I got through the game not using two very important mechanics

>metal gear rising is an amazing game, but they should have done a better job of explaining parrys.
They didn't really explained, but they didn't need to explain further. 10 minutes in you're parrying shit like a madman.

Retarded post. Complexity != Challenging, which defeats the whole point. There are many simple games that are incredibly simple but quite hard to play, and then there are many indepth and complicated games that are too easy to the point of being unplayable.