God Hand is one of my favourite adaptive difficulty games. It shows you how hard you’ve made things on yourself, and as soon as you start having a rough time, the difficulty drops back down too. I really like the up front presentation of it.
marlfuchs2 I wish more driving and open world games would get rid of the minimap.
I absolutely adore the minimap in the Panzer Dragoon games, as it gives me the information I need so I can glance quickly at it, turn to where enemies are, then get back to playing the game. But I despise it in pretty much any other title, as I just spend all of my time watching it instead of the game world. In some ways, it’s kind of magical that games have amazing graphics now, but I’m less inclined to actually see them than ever before, thanks to increasingly informative minimaps.
I think another mechanic that I sorely miss is items that have combat, utility, and puzzle solving functionality. Playing some Link to the Past Randomizer has given me a huge appreciation for the massive variety of gear in that game, and being stuck with random subsets of it on various seeds has shown me the incredible variety of options available (or creativity needed to get by with inadequate options). Dark Souls has the heart of a Zelda game, but everything is gated by combat and bosses. Hyper Light Drifter is beautiful and fun, but is pretty much just combat and raw exploration. Even Breath of the Wild doesn’t really lock anything behind special gear.