A new exploration of the space and the body,
a reinterpretation of the existence in a space
but
difficulty isn't equal to meaningful or interesting, really.
Check Black Room or the most recent Desert Mothers instead,
where every movement counts,
your very existence is inconfortable because it points to something beyond your eyes,
Something you have to both interpret and be interpreted by, something that requires you to
actually break,
it requires empathy; it attacks that which Foddy talks about but can't really see.
Foddy's game requires the very kind of mentality he criticizes,
only the time to process is slowed down, for days, weeks or years, it doesn't matter: your relation to it
will always be mechanic.
Foddy's game is a encapsuled version of Dark Souls story as a franchise,
A game that misunderstood difficulty as depth,
a game that misinterpreted itself, is it possible?
Apparently, it is.
A bald guy without a hammer.
...
...
Hold up, I feel the need to clarify, and also: wtf Foddy, difficulty is like, the status quo right now, and it doesn't seem to break out of
the gamer mentality: see Super Hexagon (which I fucking love), or VVVVV (which I fucking love),
or your Hotline Miamis or your SOULs like games.
Their difficulty doesn't change the fact that they will be "trash culture".
The beauty of Getting over it is in seeing the very movement of the avatar in space as a source for
expressiveness and re-interpretation, as rocket league did with the sports.
Escaping the all too worn out abstractions we re so used to (wasd movement, press x to do y...).
Not in it's edgy difficulty. Which, again, has no edge at all.
Maybe if it learned to shut up and be humble.
A bald guy with a hammer.