Eh, it’s usually doable if you can survive one hit. Not that it’s recommended, or usually any fun, but doable. If they one hit you so hard that it feels like a nuke hitting a fly, that’s when you nope out and don’t try to return for a good while.
I’m sorry but how is this extremely amarican. Like the Japanese also assist echother the Russians assist echother. I’m sure people in China and north Korea have friends that assist echother.
And to deliver this profound message of “people are inherently distrustful” they needed 20 panels.
They could have done this in one. Have each caveman holding out one hand to pass food and the other hand holding a club behind their backs.
Want to really illustrate the groundbreaking idea that people don’t trust each other? Make a second panel with knights replacing the cavemen and swords replacing clubs, then a third panel swapping in businessmen holding pistols.
If humor wasn’t the goal that’s… fine, but being long-winded in a format based on brevity undermines the message. Using 20 panels guarantees that half of the people who bother to look at the comic won’t finish it. Those that do will probably be bored or even resentful that their time was wasted, making them less receptive to the message.
I find it interesting that your takeaway was “people are inherently distrustful.” While there is truth to that, my interpretation was that “progress can be slow, but it is progress nonetheless.” In this case the “slow” of the message was communicated through the panel count.
I don’t think they told “a joke”, nor intended to. This was a humorous exchange as well as a commentary on human nature. My day is better for having read it.
Bill Watterson is one of the greatest comic artists ever, and even he said (paraphrased) “I enjoy a funny conversation more than just one punchline”.
Another great person, Empricorn said “let people enjoy what they like”.
This is one of my biggest peeves in games. Ass Creed Valhalla was really bad about it. Identical looking dudes on opposite sides of a river. One set are pushovers the others are completely lethal. Hate it.
It may be unpopular opinion, but I prefer this mechanic than enemies scaling their level with you. This is also why I love older Piranha Bytes titles (Gothic 1, 2 and Risen), as beating tough enemies that you encountered many times and couldn’t beat before because you had previously weak character is the best thing ever.
Only time it feels bad is when the game doesn’t give you enough levels/xp by just doing the story missions. Don’t make me do some checklist gaming side quests just so i don’t get one shot in the next area.
I can tell the strength difference between a Rando Bandit and a Decently Equipped Bandit.
Or a Rando Bandit and a Giant Ass Monster.
But this is obviously not the case for Rando Bandit and Rando Bandit, when somehow the latter is stronger because they stay on the other side of the forest.
I just hate this kind of areal difficulty scaling because there isn’t much visual cue provided.
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