So I picked up, got into, and uninstalled They Bleed Pixels, and this got me thinking about salt and why Super Meat Boy is arguably harder but less frustrating.
Meat Boy: Short levels, instant death and respawn, almost always maintain control over your character. Fans that blow your character around are relatively rare.
They Bleed Pixels: Really long levels with multiple collectables, so you don't have many good places to end the game session for the night. A few hit points, but hazards often knock you into hazards so you end up watching your prolonged, painful death. Spinning blades of death are particularly bad about sending you to the other side of the screen. It's a shame, too, 'cause I adore the aesthetic and combat, but it's ultimately more of a hassle than I want to endure. It's not too hard, it's annoying.
So, how does this apply to Indivisible? IIRC, Mike's said you can save and exit in pretty much any safe location, so that's nice. Really hard stuff's optional- I still haven't gotten out of that boss pit in the prototype. You ultimately have and gain more and more control over your character, so the "game as power fantasy" doesn't suffer for it. Seems to me that games get most frustrating when they take control away from the player. This is why long cutscenes are so grating, and also one of the pains in the rear in slippy slidey ice platforms. Indiv also promises tons of customization for your party, so combat shouldn't get repetitive. Repeated failure breaks the sense of control and options, leading to intense frustration and salt.
So, yeah, looking forward to it. Thoughts? Comparisons? Counter-points?