@SolidGame_basic said:
What do you think, SW? Have we come a long way when it comes to difficulty / difficulty options, or is there still more room for improvement?
I think things just started to circle back around this past gen. Hard-but-fair was always a thing, but challenge fell off a cliff with a lot of AAA titles in gen 7. Went through this phase where it seemed like designers were afraid to hurt gamers feelings, was a weird gen. Like look at how Souls games were able to cement themselves as "omg soooo hard!" when realistically, they're not all that on the challenge. Just relative to the direction the rest of the industry was going at the time, they seemed that way.
In general, seems we're back to a point where designers realize that gamers need to feel engaged, but don't necessarily want the masacore experience. A good balance overall, and plenty of games are still made to appeal to either end of the extremes.
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Individual games handling difficulty settings, think the first time I was really impressed was with NGB. They'd remix encounter compositions. Introduce new enemies. Make pre-existing enemies more aggressive and less susceptible to certain moves. Give some enemies new attacks. Meaningful changes rather than simple HP adjustments and/or enemies in greater numbers.
Echoing Lamprey, but yeah Bayonetta and just Platinum stuff in general. Adding to what he said, I also liked how Bayo 1 weans you off of Witch Time. Then you get to Nonstop Infinite Climax difficulty and the gloves are completely off.
Probably the most impressive game I've experienced in terms of difficulty settings is TW101. Builds off everything that's great about stuff like Ninja Gaiden and Bayonetta. But then is able to take it to another level with its continual drip feed of new options, incredibly unique enemy designs, and an unwavering consistency in rules. Feels like this ever expanding action gamers playground, still learn something new each time I play.
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