Your character becoming OP at the end of the game feel kindna intentional to me from the lore perspective. A lot of the 'OP' build in the game are only available to you if you gain other contestants' souls and incorporate them into yourself. And since Terminal is a Battle-Royal, it make sense that the character who abandon his moral to 'harvest' other contestants will gain godlike power over all others in exchange for his/her morality.
Yeah I kinda agree with this point. Some abilities are a bit ridiculous in late game once you learn them and how best to apply them. The change from 1-3 equippable accessories is HUGE and I think 2 would've been fine. Meat grinder Also does need a slight nerf.
Great video! Thanks for the plentiful F&H coverage! Becoming strong in the game is partly intentional. The experience in Termina was never meant to be quite like F&H1, but the balance obviously isn't quite right yet. Hopefully it'll get there eventually. I'm sure there'll be plenty of exploits still left after the next update, but maybe the patch will alleviate some of the problems and the game will give some challenge to those better versed in the game too.
@@fearhunger3983I love you!!! I love funger!! Every time I think I get away from this game I get ambushed and dragged into a dark alleyway in Prehevil kicking and screaming.
I do agree with that feeling in the A ending endgame. But I do think B and C would be more frustrating without the multiple accessory slots and strong weapons.
"The game is too easy. Meanwhile I die to the very first enemy outside the intro on easy mode unlike the first Fear and Hunger and without even the chance to save, and there's who knows how many more characters to play as from start to finish. *EASY* !!!"
@@yank_crime COMPLETELY ruined them? Like you just didn’t get pissed that the overpowered weapon strat you used is gone and you have to use something a little down to earth?
@@danolantern6030 and yes, completely ruined. The Ultrakill whiplash nerf completely ruined my play style and turned the game into an unfun slog. Disabling it in major assists disables p-ranks which is also abysmal and insulting
“Should Fear & Hunger be harder?” Is a question I never thought would be taken seriously. It’s weird too because Termina already has a dedicated “Hard Mode” in the form of Masoχ-S/M Mode. I can understand not wanting all players to play the same way and introduce diversity, I just hope Miro is seriously considering the changes that he’ll implement.
Tbh I think a good compromise might be to make the current fear and hunger mode into an easier mode (i.e. rename it to ‘caution and appetite’ lol), and for the new version of the fear and hunger difficulty mode, that can get a lot of these harder patches.
I always thought Termina just had a completely different vibe. It's a lot more lighthearted, there's a lot more humour, a lot less edgy than F&H1, the food and other resources are plentiful, pretty much all injuries can be cured. In the end it's really a more traditional RPG focused on exploration. Whereas F&H1 was positioned as a survival horror game. F&H1 is also a game clearly designed to torture the players lol, with its 1000 different ways to die without warnings, it's almost a troll game like cat mario. But I believe it's there to create an oppressive and hopeless atmosphere. I never got overpowered in my playthrough of Termina and it's still hard. I mean I think 99% of the players won't find the meatgrinder unless they use a walkthrough. I struggled a lot in the end game and literally could not beat the moon boss. But still, F&H1 feels a lot harder because of the atmosphere.
@wan3839 the shortcut to being OP is find a way to get O’saa soul and get spice forge and danse macabre. Double black orb everything in the head and win. Add white spice black smog to add insult to injury. OR white spice Blood Golem and pheromone it turn one. The enemy will be dead before the 200HP of the blood golem is exhausted. The meat grinder isn’t even really all that necessary in my opinion . A chac-chac boosted Blorb does as much, if not more damage than the grinder.
Do you think that Miro is already working on Fear & Hunger 3, and what time period will it take place in this time?? Also, which GOD or GODS will be the most important and relevant to Fear & Hunger 3 do you think??
I honestly, don't think that's an issue. Of course, as you said, Miro is changing some stuff around and putting limitations to some items a bit too good but I think that it's fair to allow the players to go bonkers by the endgame when they know what they're doing. In F&H games the most powerful tool to players is knowledge and they'll always find new strategies to make stuff work and optimize routes, runs and engagements, regardless of how much fine tuning is done to a game. So, I'm curious to see how Miro will approach this, since I guess his mentality is to make them not as good but not to make them so bad or so uninteresting that players will not even consider wasting their time and resources on them. Personally, Miro could divide some accessories in tiers where the bigger the tier the more slots the accessory needs to be equipped. So that something like Salmonsnake Amulet, Hardened Heart and Leech Ring would take 2 slots, so that players can sacrifice a slot to gain a major buff/effect but in so doing they're sacrificing a slot and so that they can't be equipped together...maybe allow some mechanism/ritual/quest that allows to lower an accessory's tier in the late endgame but just for one accessory and at great danger or cost for the players, so that they can still gain this OP status but it needs them to go out of their way, risk a lot of progress and it's limited to a one-time only option or maybe make it so it affects one accessory at a time and allow players to reset the tier and lower the one of another at a reduced cost (but still not for free).
I think main issue is oh, once you get Meat Grinder you’re never switching though I guess that a fair amount of characters can’t even use it which is good
Nice video! I really enjoyed your balanced assesment of the game. I haven't played it myself but you're good at explaining things to newcomers. You just got a new sub!
Did you hear that it’s gonna be a trilogy? I think once he’s done with fixing bugs/updating termina he’s gonna start 3, because he doesn’t even have consent art for 3 yet, it’s gonna be a few years at least :((
I understand the complaints completely but I also see the appeal to get overpowered. Maybe some of the things like three accessory slots and the grinder could be turned in to new game plus sort of deals? Kinda like how Resident Evil and Silent Hill games give you super items after clears
I like this idea, but they should at least add a "sandbox" mode where new players can go through it to see what they're supposed to do and test mechanics then do a normal run to unlock the new game+ items
@@_Circus_Clapped_ if its too easy then whats the point ? The game is Fear and Hunger not Chill and Dont worry If a person dont wanna put the effort to learn by trial and error and discovering then why play If you know everything from the start the game will be too easy and lose all its purpose
The Meat Grinder is absolutely OP.....However, let's think about it realistically. If you got into a fight with someone who's swinging THAT THING around. Chances are. "yeah, I'm dead in 0.4 seconds."
I had no trouble at all doing any of the endings in termina on the normal difficulty. Maso mode isn't for me but I did do all the S endings in F&H 1 and none were particularly hard aside from Ragnvaldr who took me roughly a week of bashing my head against it before all the pieces came together. I can't think of a playthrough on Termina where I lost once I was established, now in the first 30 minutes totally possible to get wrecked. A real good example was an attempt at the god of fear and hunger ending where I got snagged by the double headed crow mauler and he managed to peck the girl, d'arce and legard. I ended up walking enki to gro'goroth for an execution.
That's not nesescarily a bad thing. A lot of survival horror games tend to lean heavier towards action towards the end. Sometimes outright changing genre. It feels nice to be a bit OP if it feels earned.
Probably Black Smog with O'saa's skills, and Betel's Stone. Spice Forge is just absolutely busted. You can summon a Blood Golem at the beginning of combat with no additional cost, and use pheromones on it to never get hit. You can have your main heal skill cost half of the normal amount, and Black Smog can be cast twice in a single turn. Le Danse Macabre is also very strong as it boosts magic damage for every round of combat. Marina also has Engrave and combined with The God of Fear and Hunger skill that grants +1 agility, you can basically have two turns at the start of every combat with some exceptions. She also has Greater Occultism which gives you 2 Rev points at the start of every combat.
I'm one of those people where I really do not care when developer comes along and Nerf's items in a single player game. Multiplayer in online games sure Nerf the items I don't care but when it's a single player game that's when I start to care. Plus I have played fear and hunger 2 and I will say there are many things in that game that isn't Just Accessories and weapons that make the game extremely easy. Let's take food for example extremely easy to keep your characters topped on food at all times especially when you rush Mansion immediately when you start the game and stop that guy from turning into whatever the hell that thing is and help him find the food storage and bring them back to the train. After that you don't have to worry about food especially if you start using the blood portal teleportation you should definitely have one at the train and one inside town to make it easier to get back and forth. And then there's a lot of the many items you can collect broken glass being extremely overpowered usable item that you can find almost anywhere. It has a 50% chance to hit the head and when it does pretty much makes the enemies extremely easy to take out. And don't even get me started on pipe bombs which yes it's extremely difficult to craft one of these things because the main ingredient you need being gunpowder is so rare it's not even funny but you do have a chance to just find a pipe bomb in any random chest and if you're saving these things they're going to devastate any enemy in a matter of seconds. Pretty much it sounds like people want this game to be turned into fear and hunger one where Foods impossible to come and mind is almost impossible to come by and you're stuck with one accessory in many of the good items in game get nerfed which I don't want. First 50 hours of this game kicked my f****** ass and I am happy to now finally put this game over my knee and beat the living hell out of it after so much pain and suffering this game gave me
You can also keep your mind topped off if you bring daan to prhvl bop just don't get henryk to there. Or he'll poison anyone there at the start of day 3
Pipe bombs only show up in chests on easy mode though? Which was still brutal on my first playthrough, but it's definitely worth playing on F&H mode. Glass is OP on every difficulty though lol
I feel like Termina is really hard to fix since its a structural issue, but watch F&H 3 if it happens have the opposite effect, where Miro saw that Termina is easy and accidentally makes it incredibly difficult lolol
idk. i like being overpowered with a good strategy. games where you never get any stronger because the game is ridiculously difficult the whole way thru no matter what you do is lame.
I definitely agree, but I think part of the problem is how consistent some strategies are. A lot of the strongest items (glass, leechmonger ring, trench gun, etc) have guaranteed spawns, and glass shards make a lot of bosses completely free, so once you know the route you can be set up for the endgame in under an hour. I'm just hoping the update will make it a bit harder to follow the same route for every character.
Totally agreed, termina has some balance issues, the beginning of the game it's really punishing as any F&H game should be, but at some point you are straight up immortal, in F&H1 being op was having infinite mind and food, and at any point you could fuck up a combat and die, here with a propper setup you just can't loose, I struggled to beat F&H even with some guides, but this game was just exploring after some point, and in game with such cool mechanics in combat, a deep and interesting build system, and a world that really rewards exploration and curiosity but also makes every possible decision a coin flip, it's a shame that you can just breeze through it
"character becoming too op at end game"? untrue, most characters are op and marcoh is op from start. It is still pretty trial and error like the first game but the only difference between the first and second game is the first one is far more Luck based or RNG than the second one, if we ignore RNG they both are pretty much the same. This games are puzzles and the difficulty is information-based. Dark souls is another game that has this problem, if you know what you are doing it is pretty easy, neither sagas are difficult, neither fear and hunger nor dark souls, but fear and hunger is even easier since it is simply a big puzzle. In f&h 1 give me a d'arce with the items i choose and i will kill every boss in the game, in f&h 2 give me ANY character with counter attack (marcoh skill tree) hardened heart and the leechring or whatever its called and i will kill rher by spamming attack. You start fear and hunger 2, choose marcoh, take cristal shards and white vial from woodsman house, kill abella, scavange the bunker, get couple heads and get some soulstones, sleep and save, get weapon craft skill and counter attack, go to mayors and open city, go to shop and buy hardened heart and take ring from the building with the crying people, and if you have not yet gotten the bench grinder cause you are unlucky you can either kill the ones that ambush you in the city or take the grinder from the bunker and then you will beat every enemy in the game without any problem. Meat grinder and killing abella are optional. If you do everything, you will take 30 minutes and you will be able to explore every bit of the game. And even if you dont beat abella and get the grinder you can still take everything bare-knuckled. This is easy to do and i can get like 9/10 runs like this, and therefore the only difficulty in the game is information gathering. I could do everyting with any other character just killing marcoh and getting his skill. You start fear and hunger 1, get kahara, avoid every enemy and go looting and get the girl, guards you can kill by getting their arm and then running and spamming head. get moonless and either cave gnome eggs or kill enough guards to get still-blood ring, go to exhaust all dialogue with ragnavaldr and the dagger if you dont have the skeletal arm yet and then give to tortur the buckman or whatever his name is, light all torches in the second floor and go to mines, kill armor and get free scroll from nosramus, get quill from vendor in blue people's town and recruit d'arce after (order in these last 2 are important), then use scroll to get passages from mahabre and take cube of depths, rope and at least 1 eclipse talisman from either yellow mages, go down and get blue sin and use passages, got blue sin and didnt die, continue, find legarde still alive if you did it fast enough, go to mahabre and rescue the girl, bring her back to tortur and get the penance armor and equip either ring or salmonsnake rune. Recruit nashrah after having sex on a circle, get healing whispers and nashrah with girl and possible legarde, darce and ragnavaldr. beat the game. Both games are easy af the only difference is the first fear and hunger would make me reset a couple times before i could make the run cause completing the list takes SOME RNG not a lot. You can also curse blue sin, get claymore from either pocket cat or killing seymore and possible miasma if killing crowmauler with brute force which you can or poison and explosive vials. For endings S in terror difficulty in fear and hunger 1 all you have to do is restart a bit more and kahara's is super easy, d'arce is pretty tedious, enki's is the hardest, and ragnavaldr's surprisingly isnt the hardest.
I think that to make the meatgrinder fair, the bleeding and damage should be nerfed, and be the same as the enemy we face THE MOB that carries this weapon, 20/40 damage and bleeding with low chance after all it's a weapon made with tape and shit, it shouldn't be reliable to use something like that Maybe make the weapon need batteries to rotate and give 3 hits, otherwise it would only give one, and with a low chance of bleeding
TBH the creator is wrong about his thesis that gameplay enhances story because he goes way overboard. To some extent gameplay definitely enhances story but there is a hard limit after which it will start to distract from the story because the medium is focused on gameplay rather than storytelling in all genres other than visual novels and at most walking simulators. In an rpg however, gameplay is always a very important aspect of the game and when the difficulty is as absurdly high as in the first Fear & Hunger it severely hinders storytelling because the sheer frustration players feel not only distracts a lot from the story but actively prevents players from experiencing the story in the first place, which obviously is putting the cart in front of the horse. Immersion is one if the by far most important aspects of storytelling but gameplay that is too frustrating will frequently break immersion, preventing players from fully enjoying the story. It's especially jarring and weakens the story especially much if the players ends up dying or there is some other cause of major frustration right before or after an important story scene because then the source of the frustration heavily distracts from the story and it's also quite possible that the frustration and story can get mixed up in memory, leading to the the story being associated with a negative feeling and making players like it less because of this. Also, because ontop of the general difficulty and frequent death players may not be able to save or hours which means many players are forced to replay hours of the game at least once, which additionally weakens the story a lot because it breaks immersion yet more and makes the story less interesting since the player cannot experience the continuation of the story but is instead force to experience the same, already known part of the story again. And since Fear & Hunger is so absurdly hard, this will most likely happen many times to the point where players may actually get sick and tired of the story, potentially stopping to care much for it. PS: this of course, does neither mean the game is bad nor that this is always happening but the fact remains that for many players, especially those who don't enjoy getting punished by games but play for entertainment / relaxation, just lose interest in the game or at leas the story and even if not they will enjoy the story a lot less than if the game had a reasonable difficulty even if as hard as Souls games which means the approach of the creator to try to enhance storytelling with gameplay backfired. Fear & Hunger is a classic case of a developer not receiving enough feedback and not thinking enough about the players but only about their own vision for the game. It's safe to say that a lot of people who play the game do so because of the shock value and maybe because the setting and world building are very interesting _despite_ the gameplay instead of _because of it_, not really enjoying the gameplay and as a result caring less about the story and game as a whole than if the difficulty was more reasonable and a coint flip rng could not ruin everything so frequently and saving your game was always successful. It's insane to think more than a tiny fraction of players are ok with being forced to replay hours multiple times not just because of the difficulty but because saving only has a 50% success rate. PPS: As mentioned before, I am talking about the first Fear & Hunger as Termina's initial difficulty seems to be far more reasonable in general, except for apparently being able to become op later on. Being op in a horror game meant to convey a sense of despair, oppression and fear certainly does not enhance storytelling either.
I think being op for knowing what ur doing in a game is completely fine ngl, regardless of if it's horror. But that's how it is for most games, if you know it in and out it becomes easy. I'm able to complete a run in fear and hunger 1 without having to drop a single save bc of this and I think it's an awesome feeling to have the game be at your mercy when you were at it's for most of the time. As someone's stated this is how it is for other difficult games like dark souls or darkest dungeon. Their difficult cus the games force you to figure things out urself and 'git gud' and when you do it's all the more rewarding.
@@tommydonnysalami4716F&H differs from DS in that you don't actually lose all your progress or have to meticulously repeat everything after you die in Dark Souls games... so trial and error as a way to learn the game doesn't feel as awful. DS death mechanics were designed for death to be a way to progress because you still keep your story/dialogue options, picked up items, or revealed paths when you die. In F&H you are completely punished because you have to literally start over from a couple hours ago in literally everything. So, you can't just run straight to where you died and continue on. You must play the entire section exactly the same - exploration, fights, decisions, etc. Just for a chance of a coin flip of bad luck to end your run.
@@monke12354 Yeah I can get that, its why i'm completely okay and sort of advocate for new players struggling to use the inf save mod from DarkRacoon if it means them being able to enjoy the game more since it'll allow experimentation alot more freely.
It's not just Meat Grinder that is problematic. La Danse Macabre, Mischief of Rats or Black Smog are just few examples of skills/abilities that make your party's power level shoot through the roof. Enemies are also ill equipped to deal with things like Hardened Heart, dots and especially blindness - with how easy it is to apply enemies should have ways to deal with it like new attacks.
Termina removes the "Hunger" part of Fear and hunger, there's food everywhere. The game just gives you too many options to deal with stuff, and the fact that you can use multiple accesories break the game ... there are some really broken combos. Some skills need some changes too. You can get OP halfway through a run without that much effort. There are lots of things that have no negative effect, and are just too powerful, like the meatgrinder ... the dev could have made it so after use, you can't act the next turn, for example, that way you attack 3 times, but sacrifice the option to respond to a bad situation.
Your character becoming OP at the end of the game feel kindna intentional to me from the lore perspective. A lot of the 'OP' build in the game are only available to you if you gain other contestants' souls and incorporate them into yourself. And since Terminal is a Battle-Royal, it make sense that the character who abandon his moral to 'harvest' other contestants will gain godlike power over all others in exchange for his/her morality.
Yeah I kinda agree with this point. Some abilities are a bit ridiculous in late game once you learn them and how best to apply them. The change from 1-3 equippable accessories is HUGE and I think 2 would've been fine. Meat grinder Also does need a slight nerf.
I personally would love a new difficulty between normal and maso mode, a little like terror & starvation in Funger 1.
Great video! Thanks for the plentiful F&H coverage! Becoming strong in the game is partly intentional. The experience in Termina was never meant to be quite like F&H1, but the balance obviously isn't quite right yet. Hopefully it'll get there eventually. I'm sure there'll be plenty of exploits still left after the next update, but maybe the patch will alleviate some of the problems and the game will give some challenge to those better versed in the game too.
Please fix Thorned Ring
@@Orang3Eric What's wrong with thorned ring?
@@fearhunger3983I love you!!! I love funger!! Every time I think I get away from this game I get ambushed and dragged into a dark alleyway in Prehevil kicking and screaming.
@@fearhunger3983 It doesnt work as far as I know, I tried using it against the Beehive, Owl Cultist and Caligura Moonscorched Form (Monster)
@@fearhunger3983the time limit in the game sucks ngl. Part 1 is way better.
Y’all are talking about balance changes and things being OP and I’m still trying to reach a save point
Completely agree. The balance of Termina needs to be tweaked. It's supposed to be a nightmare of a game, and towards the end it doesn't feel like it.
When you stare into the nightmare long enough that you become the nightmare.
tbf loads of stuff is getting nerfed soon so its all good imo
Marco’s fist ARE the nightmare lol
I do agree with that feeling in the A ending endgame. But I do think B and C would be more frustrating without the multiple accessory slots and strong weapons.
"The game is too easy. Meanwhile I die to the very first enemy outside the intro on easy mode unlike the first Fear and Hunger and without even the chance to save, and there's who knows how many more characters to play as from start to finish. *EASY* !!!"
i do hate nerfs in single player games so i'm hoping its nothing super crazy
This. Completely ruined Ultrakill and Isaac for me.
@@yank_crime BOI is what I was thinking lol
@@yank_crime COMPLETELY ruined them? Like you just didn’t get pissed that the overpowered weapon strat you used is gone and you have to use something a little down to earth?
@@danolantern6030 neither of the games needed nerfs in the first place
@@danolantern6030 and yes, completely ruined. The Ultrakill whiplash nerf completely ruined my play style and turned the game into an unfun slog. Disabling it in major assists disables p-ranks which is also abysmal and insulting
“Should Fear & Hunger be harder?” Is a question I never thought would be taken seriously. It’s weird too because Termina already has a dedicated “Hard Mode” in the form of Masoχ-S/M Mode.
I can understand not wanting all players to play the same way and introduce diversity, I just hope Miro is seriously considering the changes that he’ll implement.
Tbh I think a good compromise might be to make the current fear and hunger mode into an easier mode (i.e. rename it to ‘caution and appetite’ lol), and for the new version of the fear and hunger difficulty mode, that can get a lot of these harder patches.
I always thought Termina just had a completely different vibe. It's a lot more lighthearted, there's a lot more humour, a lot less edgy than F&H1, the food and other resources are plentiful, pretty much all injuries can be cured. In the end it's really a more traditional RPG focused on exploration. Whereas F&H1 was positioned as a survival horror game.
F&H1 is also a game clearly designed to torture the players lol, with its 1000 different ways to die without warnings, it's almost a troll game like cat mario. But I believe it's there to create an oppressive and hopeless atmosphere.
I never got overpowered in my playthrough of Termina and it's still hard. I mean I think 99% of the players won't find the meatgrinder unless they use a walkthrough. I struggled a lot in the end game and literally could not beat the moon boss. But still, F&H1 feels a lot harder because of the atmosphere.
@wan3839 the shortcut to being OP is find a way to get O’saa soul and get spice forge and danse macabre. Double black orb everything in the head and win. Add white spice black smog to add insult to injury.
OR white spice Blood Golem and pheromone it turn one. The enemy will be dead before the 200HP of the blood golem is exhausted.
The meat grinder isn’t even really all that necessary in my opinion . A chac-chac boosted Blorb does as much, if not more damage than the grinder.
Do you think that Miro is already working on Fear & Hunger 3, and what time period will it take place in this time??
Also, which GOD or GODS will be the most important and relevant to Fear & Hunger 3 do you think??
I honestly, don't think that's an issue. Of course, as you said, Miro is changing some stuff around and putting limitations to some items a bit too good but I think that it's fair to allow the players to go bonkers by the endgame when they know what they're doing.
In F&H games the most powerful tool to players is knowledge and they'll always find new strategies to make stuff work and optimize routes, runs and engagements, regardless of how much fine tuning is done to a game.
So, I'm curious to see how Miro will approach this, since I guess his mentality is to make them not as good but not to make them so bad or so uninteresting that players will not even consider wasting their time and resources on them.
Personally, Miro could divide some accessories in tiers where the bigger the tier the more slots the accessory needs to be equipped. So that something like Salmonsnake Amulet, Hardened Heart and Leech Ring would take 2 slots, so that players can sacrifice a slot to gain a major buff/effect but in so doing they're sacrificing a slot and so that they can't be equipped together...maybe allow some mechanism/ritual/quest that allows to lower an accessory's tier in the late endgame but just for one accessory and at great danger or cost for the players, so that they can still gain this OP status but it needs them to go out of their way, risk a lot of progress and it's limited to a one-time only option or maybe make it so it affects one accessory at a time and allow players to reset the tier and lower the one of another at a reduced cost (but still not for free).
Keep up with the channel dude, I really enjoy the videos!
I think main issue is oh, once you get Meat Grinder you’re never switching though I guess that a fair amount of characters can’t even use it which is good
I feel that once you figure out the move sets that some fights are desirable if you know how to do them and not get hit.
Nice video! I really enjoyed your balanced assesment of the game. I haven't played it myself but you're good at explaining things to newcomers. You just got a new sub!
Did you hear that it’s gonna be a trilogy? I think once he’s done with fixing bugs/updating termina he’s gonna start 3, because he doesn’t even have consent art for 3 yet, it’s gonna be a few years at least :((
And lets not forget about Spice forge skill and also the La Danse Macabre that its broken too
I understand the complaints completely but I also see the appeal to get overpowered.
Maybe some of the things like three accessory slots and the grinder could be turned in to new game plus sort of deals? Kinda like how Resident Evil and Silent Hill games give you super items after clears
I like this idea, but they should at least add a "sandbox" mode where new players can go through it to see what they're supposed to do and test mechanics then do a normal run to unlock the new game+ items
@@_Circus_Clapped_ if its too easy then whats the point ?
The game is Fear and Hunger not Chill and Dont worry
If a person dont wanna put the effort to learn by trial and error and discovering then why play
If you know everything from the start the game will be too easy and lose all its purpose
The Meat Grinder is absolutely OP.....However, let's think about it realistically. If you got into a fight with someone who's swinging THAT THING around. Chances are. "yeah, I'm dead in 0.4 seconds."
I had no trouble at all doing any of the endings in termina on the normal difficulty. Maso mode isn't for me but I did do all the S endings in F&H 1 and none were particularly hard aside from Ragnvaldr who took me roughly a week of bashing my head against it before all the pieces came together. I can't think of a playthrough on Termina where I lost once I was established, now in the first 30 minutes totally possible to get wrecked. A real good example was an attempt at the god of fear and hunger ending where I got snagged by the double headed crow mauler and he managed to peck the girl, d'arce and legard. I ended up walking enki to gro'goroth for an execution.
I hope he justs adds a new difficulty
That's not nesescarily a bad thing. A lot of survival horror games tend to lean heavier towards action towards the end. Sometimes outright changing genre. It feels nice to be a bit OP if it feels earned.
I think everyone should be at Marina's level, then the enemies get buffed.
What are the most OP builds? Never played but im curious
Probably Black Smog with O'saa's skills, and Betel's Stone.
Spice Forge is just absolutely busted. You can summon a Blood Golem at the beginning of combat with no additional cost, and use pheromones on it to never get hit. You can have your main heal skill cost half of the normal amount, and Black Smog can be cast twice in a single turn. Le Danse Macabre is also very strong as it boosts magic damage for every round of combat.
Marina also has Engrave and combined with The God of Fear and Hunger skill that grants +1 agility, you can basically have two turns at the start of every combat with some exceptions. She also has Greater Occultism which gives you 2 Rev points at the start of every combat.
You speak well !
I'm one of those people where I really do not care when developer comes along and Nerf's items in a single player game. Multiplayer in online games sure Nerf the items I don't care but when it's a single player game that's when I start to care.
Plus I have played fear and hunger 2 and I will say there are many things in that game that isn't Just Accessories and weapons that make the game extremely easy.
Let's take food for example extremely easy to keep your characters topped on food at all times especially when you rush Mansion immediately when you start the game and stop that guy from turning into whatever the hell that thing is and help him find the food storage and bring them back to the train.
After that you don't have to worry about food especially if you start using the blood portal teleportation you should definitely have one at the train and one inside town to make it easier to get back and forth.
And then there's a lot of the many items you can collect broken glass being extremely overpowered usable item that you can find almost anywhere. It has a 50% chance to hit the head and when it does pretty much makes the enemies extremely easy to take out.
And don't even get me started on pipe bombs which yes it's extremely difficult to craft one of these things because the main ingredient you need being gunpowder is so rare it's not even funny but you do have a chance to just find a pipe bomb in any random chest and if you're saving these things they're going to devastate any enemy in a matter of seconds.
Pretty much it sounds like people want this game to be turned into fear and hunger one where Foods impossible to come and mind is almost impossible to come by and you're stuck with one accessory in many of the good items in game get nerfed which I don't want.
First 50 hours of this game kicked my f****** ass and I am happy to now finally put this game over my knee and beat the living hell out of it after so much pain and suffering this game gave me
You can also keep your mind topped off if you bring daan to prhvl bop just don't get henryk to there. Or he'll poison anyone there at the start of day 3
Pipe bombs only show up in chests on easy mode though? Which was still brutal on my first playthrough, but it's definitely worth playing on F&H mode. Glass is OP on every difficulty though lol
Spook hub looking like a chad
The GigaSpook.
@@LeoArmada new nickname unlocked
I feel like Termina is really hard to fix since its a structural issue, but watch F&H 3 if it happens have the opposite effect, where Miro saw that Termina is easy and accidentally makes it incredibly difficult lolol
idk. i like being overpowered with a good strategy. games where you never get any stronger because the game is ridiculously difficult the whole way thru no matter what you do is lame.
I definitely agree, but I think part of the problem is how consistent some strategies are. A lot of the strongest items (glass, leechmonger ring, trench gun, etc) have guaranteed spawns, and glass shards make a lot of bosses completely free, so once you know the route you can be set up for the endgame in under an hour. I'm just hoping the update will make it a bit harder to follow the same route for every character.
@@phyllotaxisi agree. Needs more strategy replacement instead of one or two universal strong things like glass
Totally agreed, termina has some balance issues, the beginning of the game it's really punishing as any F&H game should be, but at some point you are straight up immortal, in F&H1 being op was having infinite mind and food, and at any point you could fuck up a combat and die, here with a propper setup you just can't loose, I struggled to beat F&H even with some guides, but this game was just exploring after some point, and in game with such cool mechanics in combat, a deep and interesting build system, and a world that really rewards exploration and curiosity but also makes every possible decision a coin flip, it's a shame that you can just breeze through it
love the GSC Gengar sprite
@@youtube-kit9450 thanks! I even got it tattooed on my arm
Great vid 👍
"character becoming too op at end game"? untrue, most characters are op and marcoh is op from start. It is still pretty trial and error like the first game but the only difference between the first and second game is the first one is far more Luck based or RNG than the second one, if we ignore RNG they both are pretty much the same. This games are puzzles and the difficulty is information-based.
Dark souls is another game that has this problem, if you know what you are doing it is pretty easy, neither sagas are difficult, neither fear and hunger nor dark souls, but fear and hunger is even easier since it is simply a big puzzle. In f&h 1 give me a d'arce with the items i choose and i will kill every boss in the game, in f&h 2 give me ANY character with counter attack (marcoh skill tree) hardened heart and the leechring or whatever its called and i will kill rher by spamming attack.
You start fear and hunger 2, choose marcoh, take cristal shards and white vial from woodsman house, kill abella, scavange the bunker, get couple heads and get some soulstones, sleep and save, get weapon craft skill and counter attack, go to mayors and open city, go to shop and buy hardened heart and take ring from the building with the crying people, and if you have not yet gotten the bench grinder cause you are unlucky you can either kill the ones that ambush you in the city or take the grinder from the bunker and then you will beat every enemy in the game without any problem. Meat grinder and killing abella are optional. If you do everything, you will take 30 minutes and you will be able to explore every bit of the game. And even if you dont beat abella and get the grinder you can still take everything bare-knuckled. This is easy to do and i can get like 9/10 runs like this, and therefore the only difficulty in the game is information gathering. I could do everyting with any other character just killing marcoh and getting his skill.
You start fear and hunger 1, get kahara, avoid every enemy and go looting and get the girl, guards you can kill by getting their arm and then running and spamming head. get moonless and either cave gnome eggs or kill enough guards to get still-blood ring, go to exhaust all dialogue with ragnavaldr and the dagger if you dont have the skeletal arm yet and then give to tortur the buckman or whatever his name is, light all torches in the second floor and go to mines, kill armor and get free scroll from nosramus, get quill from vendor in blue people's town and recruit d'arce after (order in these last 2 are important), then use scroll to get passages from mahabre and take cube of depths, rope and at least 1 eclipse talisman from either yellow mages, go down and get blue sin and use passages, got blue sin and didnt die, continue, find legarde still alive if you did it fast enough, go to mahabre and rescue the girl, bring her back to tortur and get the penance armor and equip either ring or salmonsnake rune. Recruit nashrah after having sex on a circle, get healing whispers and nashrah with girl and possible legarde, darce and ragnavaldr. beat the game.
Both games are easy af the only difference is the first fear and hunger would make me reset a couple times before i could make the run cause completing the list takes SOME RNG not a lot. You can also curse blue sin, get claymore from either pocket cat or killing seymore and possible miasma if killing crowmauler with brute force which you can or poison and explosive vials.
For endings S in terror difficulty in fear and hunger 1 all you have to do is restart a bit more and kahara's is super easy, d'arce is pretty tedious, enki's is the hardest, and ragnavaldr's surprisingly isnt the hardest.
I think that to make the meatgrinder fair, the bleeding and damage should be nerfed, and be the same as the enemy we face THE MOB that carries this weapon, 20/40 damage and bleeding with low chance after all it's a weapon made with tape and shit, it shouldn't be reliable to use something like that
Maybe make the weapon need batteries to rotate and give 3 hits, otherwise it would only give one, and with a low chance of bleeding
Termeena
TBH the creator is wrong about his thesis that gameplay enhances story because he goes way overboard. To some extent gameplay definitely enhances story but there is a hard limit after which it will start to distract from the story because the medium is focused on gameplay rather than storytelling in all genres other than visual novels and at most walking simulators.
In an rpg however, gameplay is always a very important aspect of the game and when the difficulty is as absurdly high as in the first Fear & Hunger it severely hinders storytelling because the sheer frustration players feel not only distracts a lot from the story but actively prevents players from experiencing the story in the first place, which obviously is putting the cart in front of the horse.
Immersion is one if the by far most important aspects of storytelling but gameplay that is too frustrating will frequently break immersion, preventing players from fully enjoying the story.
It's especially jarring and weakens the story especially much if the players ends up dying or there is some other cause of major frustration right before or after an important story scene because then the source of the frustration heavily distracts from the story and it's also quite possible that the frustration and story can get mixed up in memory, leading to the the story being associated with a negative feeling and making players like it less because of this.
Also, because ontop of the general difficulty and frequent death players may not be able to save or hours which means many players are forced to replay hours of the game at least once, which additionally weakens the story a lot because it breaks immersion yet more and makes the story less interesting since the player cannot experience the continuation of the story but is instead force to experience the same, already known part of the story again.
And since Fear & Hunger is so absurdly hard, this will most likely happen many times to the point where players may actually get sick and tired of the story, potentially stopping to care much for it.
PS: this of course, does neither mean the game is bad nor that this is always happening but the fact remains that for many players, especially those who don't enjoy getting punished by games but play for entertainment / relaxation, just lose interest in the game or at leas the story and even if not they will enjoy the story a lot less than if the game had a reasonable difficulty even if as hard as Souls games which means the approach of the creator to try to enhance storytelling with gameplay backfired.
Fear & Hunger is a classic case of a developer not receiving enough feedback and not thinking enough about the players but only about their own vision for the game.
It's safe to say that a lot of people who play the game do so because of the shock value and maybe because the setting and world building are very interesting _despite_ the gameplay instead of _because of it_, not really enjoying the gameplay and as a result caring less about the story and game as a whole than if the difficulty was more reasonable and a coint flip rng could not ruin everything so frequently and saving your game was always successful.
It's insane to think more than a tiny fraction of players are ok with being forced to replay hours multiple times not just because of the difficulty but because saving only has a 50% success rate.
PPS: As mentioned before, I am talking about the first Fear & Hunger as Termina's initial difficulty seems to be far more reasonable in general, except for apparently being able to become op later on.
Being op in a horror game meant to convey a sense of despair, oppression and fear certainly does not enhance storytelling either.
I think being op for knowing what ur doing in a game is completely fine ngl, regardless of if it's horror. But that's how it is for most games, if you know it in and out it becomes easy. I'm able to complete a run in fear and hunger 1 without having to drop a single save bc of this and I think it's an awesome feeling to have the game be at your mercy when you were at it's for most of the time. As someone's stated this is how it is for other difficult games like dark souls or darkest dungeon. Their difficult cus the games force you to figure things out urself and 'git gud' and when you do it's all the more rewarding.
@@tommydonnysalami4716F&H differs from DS in that you don't actually lose all your progress or have to meticulously repeat everything after you die in Dark Souls games... so trial and error as a way to learn the game doesn't feel as awful.
DS death mechanics were designed for death to be a way to progress because you still keep your story/dialogue options, picked up items, or revealed paths when you die.
In F&H you are completely punished because you have to literally start over from a couple hours ago in literally everything.
So, you can't just run straight to where you died and continue on. You must play the entire section exactly the same - exploration, fights, decisions, etc. Just for a chance of a coin flip of bad luck to end your run.
@@monke12354 Yeah I can get that, its why i'm completely okay and sort of advocate for new players struggling to use the inf save mod from DarkRacoon if it means them being able to enjoy the game more since it'll allow experimentation alot more freely.
It's not just Meat Grinder that is problematic. La Danse Macabre, Mischief of Rats or Black Smog are just few examples of skills/abilities that make your party's power level shoot through the roof. Enemies are also ill equipped to deal with things like Hardened Heart, dots and especially blindness - with how easy it is to apply enemies should have ways to deal with it like new attacks.
>problem
With how BS the games are, any advantage is good. Patching a single player game feels pointless too.
Termina removes the "Hunger" part of Fear and hunger, there's food everywhere.
The game just gives you too many options to deal with stuff, and the fact that you can use multiple accesories break the game ... there are some really broken combos. Some skills need some changes too. You can get OP halfway through a run without that much effort.
There are lots of things that have no negative effect, and are just too powerful, like the meatgrinder ... the dev could have made it so after use, you can't act the next turn, for example, that way you attack 3 times, but sacrifice the option to respond to a bad situation.
Not only Meat Grinder is OP, you can also get 3 of them in one playthrough which make things even too easy