God I hate games that think "hard" means even the most basic enemy has a million hit points. Not only that makes the player feel like a toddler slapping the enemy. It is not challeging, as I continue to do the same thing over and over until that HP bar hits 0.
@dudem8guy Nah. DMC is not the worst only because GoW exist. Just because you have lots of options on how your attacks LOOK does not mean the game is better. The only one that does it right is the Ninja Gaiden 1, because in that game, if you know what you are doing almost all enemies can be dismembered and have their heads chopped off, regardless of how spongy they are...
I love it when bosses with fun combat have a million hit points. Basic enemies, like you said, obviously not. I guess that's why I like Wuthering Waves so much. You can build your characters to mow down fodder but also just take the stats off when you wanna fight a boss for a while lol, tho challenge bosses have a pesky time limit.
@@kirstyjerkic4362 I mean not really for doom eternal since theres all types of different skill gaps, I’m not exactly sure what the difficulty does but it’s def the best one I’ve seen, it wasn’t terrible in eternal
The greatest “hard” difficulty I’ve played was Metro: Last Light. A single bullet could take you down, but a single bullet will also take down most enemies
@@light4299 It also changes some mechanics and things like wristwatch model Still I don't understand why can't you see your ammo EVEN in tab menu Like Artyom became so stupid he couldn't count how much mags he's carrying
@@DraganKKWCZ no wristwatches changes based on if you choose suvival mode or spartan mode. But the thing about ammo in tab menu. On ranger hardcore you check your ammo with your journal and thats my favorite immersive thing about first 2 metro games. Because it feels like realistic thing to do that you would write how much ammo you have in to your journal
I have beaten GoW on the Give me God of War difficulty. It was a pain in the ass and maybe that's why i didn't touch the game after that. The difficulty, it made me think the game was awful, which it isn't, but I'm still not a big fan of it. I regret it everytime, that I must choose the hardest difficulty in all of the games i play, even, if I don't even know what the game is about or anything.
I played GoW on the give me god of war difficulty and I loved the game. It was not very fun at the start but ones I got good at the game I started to enjoy it (and the game becomes a lot easier ones your past the early game)
I was like that, thinking that normal was "Too Easy" and started playing games on hard mode I stopped many months ago because I told myself "I play games not to feel pain, I play games to have fun" So since I moved to normal again and just had fun with games I think the only time I would try hard mode is a game I really love and that I best on normal many times
It kinda reminded me of cruelty squad. You start at 2nd hardest difficulty, but if you die, you go on lower difficulty (and if you die a lot, you get downgraded again) - and this is a gameplay element too
I feel like the main issue with having game difficulty settings is that most of the time there is a default difficulty that the game is balanced around, and the rest of the settings are either different enemy stats or more / less stuff thrown around in the game. Usually when I first play a game I want to play the difficulty the game was balanced around but even then choosing my difficulty as the start is a nightmare because its always something different. I haven't played God of War but I'm definitely the type of person to choose "Give me God of War" just wanting to play the game only to be completely obliterated
I agree with you; survival horror games are the best when it comes to implementing high difficulty in a functional way. For example, Resident Evil 7's Madhouse difficulty is very effective because it forces you to play differently and pursue items that you wouldn't care about in a normal playthrough. Additionally, there are games that increase enemy health and cause the player to deal only 2 damage to the weakest enemy, while that same enemy has an attack that instakills, making the experience extremely tedious and even turning a game that someone loves into the game they hate the most.
@ozt6503 I'm late to this, the same for Both The Last of Us games and, surprisingly, Skate 3. For The Last of Us Part 1 and 2, their hardest difficulty Grounded mode is a great difficulty system having the hud, health bar the crafting sound cue ammo count and listen mode is all out, having you to rely on sound cues on the infected and enemies having you realize that some encounters can be completely avoided. For Skate 3, black box got creative with its difficulty, instead of doing like a higher point count or certain tricks are used, Black Box changed the physics of each , it's hard to explain but a youtube That Boy Aqua made a great video on the Skate games.
Sometimes I feel crazy cause unlike other people, when I do finally beat the one part in the game I was failing for hours at a time, I feel almost nothing. I don’t feel fulfilled, I don’t feel like I won. I feel like I wasted hours on all of that stress and for what? It ends up being entirely draining and debilitating, sometimes ruining the entire game for me if it’s bad enough. All it takes is one boss that I have to abuse the game mechanics in unintended ways to beat, and then I feel sour about everything afterwords. I don’t play normally again cause at that point I’ve already had to memorize how to break the game in order to win, so encounters don’t feel natural as my mindset shifts into doing what gives the enemy no chance as opposed to what’s fun. Happens the most with single player close quarters combat games I noticed, and usually way before the end of the game.
@@boltogen5416 That was my experience with Malenia in Elden Ring, and almost my entire experience with the ER DLC, which is why I stopped playing before getting very far.
In The last of us, there was a new weapon near the start of a fight with a couple of infected in the beginning of the game. I remembered that when I played on normal difficulty, I used the weapon in the fight. On hard difficulty, it wasn’t there and it made the fight a lot *harder*. The environment should change, not the enemy’s stats or the player’s.
About dead space remake: there were some guys trying to complete the game on impossible mode, got some stupid softlock bug in the end of the game right before the final boss and they had to just delete the saves because only that would fix the softlock.
Speedrunner Waifuruns basically had to beat his other save(difficulty below impossible) before the softlock in order to complete his challenge as impossible mode is the same except permadeath
The stuff I hate that some games do is just enemies that have more health and do more damage which isnt engaging at all. As of late, I just play the medium difficulty most of the time of any game. That way I have more freedom of choice in playstyle and put limits on myself which can still be engaging in ways that more health and damage isn't.
One interesting thing about (most) yakuza games with legend mode is that it’s basically just hard mode with no retrying a fight if you lose just sending you back to your last save and on most of them the scaling from normal to hard isn’t very much
When I was younger I tried doing games on the second hardest difficulty. Now as an adult with barely enough time to play games I always play on easy mode to progress faster and I don't care what the rest of the community says.
I find me going down this road more often than not these days. I'm in my sixties and don't have the time/patience and am grateful for games that provide difficulty settings and the more options the better.
I especially have a problem with difficulty elitists in games like terraria, where if you don’t play game on the hardest difficulty they don’t consider you a true fan. And I’m saying this as a guy who always plays games on the hardest difficulty even if it’s my first play through
Didnt play Terraria but sounds similar to Payday 2 but in that game the hole game is balanced around the highest difficulty (DSOD) and if u go lower ur automatically way to overpowered.
@@TheRandom_Emu nah, master mode only adds trophies, pets and gives you additional accessory slot. Unlike expert mode it doesn't do any AI changes so enemies are just more tanky and damaging. Well, actually there is also an armor change, instead of protecting some percent of your health it just subtracts armor level from taken damage, as I know both for players and mobs
@sleepydudespillow lmao i used to be typa guy who played on hard or even hardest, but with time i started to not care and usually play on normal just to enjoy things, like for plot or characters, yea uts fun to get a challange but its more fun to actually enjoy the game, and some people want even just that dont care about fights wanna just consume story, its like acting "if you dont watch a show on your fridge screen through a plugged in 20 year old laptop youre not a true fan of the show grrr"
I'm really not a fan of 'director' dynamic difficulty systems, mostly as a result of experience with later games in the Homeworld series. Over-preparing is how I like to play games and manage difficulty for myself and punishing me for that sucks.
As much i love resident evil, i dislike how dynamic difficulty works here, like, come on, my maxed fucking shotgun need two for three shots blank range to kill a enemy ffs?
I don't know if I'm a masochist but I enjoy playing games with a difficult setting because it's really satisfying when you defeat a boss or complete a mission because of the thrill of the challenge compared to easy mode. But I don't judge what difficulty people choose because your experience is what matters when playing a video game
Thank you for acknowledging "easy" mode's benefits for accessibility. In fact there's one other thing too; some people just don't like the gameplay of certain games and would rather experience the world it has to offer. I know the recent retro-shooter Selaco has a tourist-difficulty like this.
Danganronpa AE also has one that does 1 thing over Medium (Troubled/Komaru) and Hard (Despair) You can summon your invincible best friend at basically any time which makes sense since the prequel and rest of the series is a VN/Adventure game so a Third Person Shooter would be a jarring transition
I recently played a lot of Hades. It's a dungeon crawler roguelike. The game has a mechanic called The pact of punishment, which has a bunch of modifiers that make the game harder. One of those modifiers is called "Extreme measures", I think and it's my favorite way of making any game harder. What it does is it add additional attacks to a boss's move set. There are other modifiers that introduce a time limit, additional mechanics to the basic enemies, increased prices to the items in the shop, fewer choices to choosing upgrades and the classic - increased enemy damage and health. Hands down the best difficulty system in any game I have played in my life. Certainly hope the upcoming Hades 2 keeps that and hopefully improves that and I hope more games, not only roguelikes add similar features to their difficulty setting, sort of like in Legendary Halo with it's improved enemy AI.
a really good hard mode is Paper Mario TTYD's (unofficial) "Hero Mode", it doesn't just give enemies more hp, it gives the game a whole new story, redesigns characters, and adds new mechanics to keep even the most seasoned players on their toes!
As a video game dev student, this is a great indsight, I know I was aware of this but never really paid great attention to it thank you for bringing that subject up, I'll make sure to always pay attention to it in my own projects
I have physical disabilities ( cerebral paralysis I can't use my legs, and my right hand is very slow ), and I still enjoy elden Ring now, garanted. I suck at it, but I am enjoying it. I could go where I want to fight. However, I want is fun and unique
the worst thing ever is when games mock you, make fun of you, and generally see you as lesser when you pick low difficulties. this goes for the game itself and the communities. are are games who deadpan make your character look like a baby or some crap for playing on easy. this gets even worse when you realize there are people new to games or more tragically physically or mentally disabled people who get mercilessly mocked for trying to enjoy a game in the only way they can
"DIFFICULTY: TOURIST" "We didn't call this difficulty "baby Mode" because we don't want to shame players for wanting to experience the game without the stress of intense combat and failure looming over them. We made the game for everyone to enjoy any way they like." "But yeah, this difficulty is for teensy little babies." -Madness Project Nexus
Can we just start telling people to just Find a better hobby When you need 27 mods on your Xbox controller, maybe it's time to accept that you only have two fingers, and can't reach the big leagues
Monster Hunter does this very well. You get a Low Rank, where you learn the monsters for the first time, a high rank and a G rank that are progressively more difficult. Monsters often have subspecies or variants that are different and more difficult, change the way you have to apporach them while retaining some moveset characteristics. The games have a steep learning curve and are hard throughout (pre-World), but your experiences build you up to the challenge. It is sort of a long, difficult, ongoing tutorial. You also have harder and easier weapon/monster matchups. With your healing items, you have a margin of error. Skills like mushroomancer, which turns very easy to obtain and stack mushrooms into valuable health items, can make this much more pronounced. I have played through MH4U, one of the hardest games in the series and imho the one with the best difficulty design, with a partially broken analog stick that was slow to react. Even that rarely became an issue with clever use of the camera and careful positioning.
As a person with a job I play fromsoft games using mods to make my life easier so I can embrace everything on each game and pass through each game wihout dedicating mental hours of torture.
The duality of hardest difficulties The one that make enemies massive sponges of damage The one with limited save/perma death (and enemies do infinite damage because why not)
I love "adjusting" difficulty as Resident Evil 4 made it. If you got tons of ammo and breeze trough the game, the game will throw more and harder enemies at you, but if you're all out of ammo, and barely surviving, you'll entcounter less enemies, said enemies dropping more ammo or herbs instead of money. I find this a lot more fun than having the entire game super hard for you. At the start the game will throw you a bone, but the better you get, the harder it becomes.
For FPS i consider classic doom and halo best for me in terms of difficulty. Doom provides more enemies and some enemies replaced with high tier enemies , less ammo and take more damage. Halo is similar. Noticeable in halo CE is that spawns change and also adds more enemy waves i certain sections. You also take more damage and enemies are more often higher rank. Taking more damage isn't that bad but when developers do the lazy approach of making enemies take forever to kill, that's when i lose interest.
PS: Borderlands 2 as great as it is, has difficulty issues. Unless you go meta build with a character like Salvador, your experience won't be that enjoyable towards the end. It feels like you get instantly killed in some cases despite having a good build on paper, and at the same time you're shooting at the same person for 20 sec non stop.
I’m surprised that Left 4 Dead 2 wasn’t brought up. The game has 4 difficulties, easy, normal, advanced, and expert, as well as one modifier, realism, and it is super well balanced and the difficulty actually gives what you expect from it. In normal, friendly fire deals minimal damage, zombies hit you for either 2 or 1 damage depending on if you are hit in the front or the back respectively, and time between hordes is long enough to give players time to prepare while still making progress. Easy difficulty turns off friendly fire, zombies can do a max of 1 damage, hordes are very far apart, and The Tank has less health Advanced difficulty has friendly fire deal more damage than normal, zombies deal 5 or 3 damage, hordes are slightly more frequent, The Tank has 50% more health, and The Tank and special infected deal more damage. Finally with expert difficulty, friendly fire deals massive damage, zombie deal 20 or 10 damage, hordes are extremely common, Tanks have 100% more health and also its attack will instantly down survivors, special infected deal way more damage(like, 5 times as much) and finally, The Witch will instantly kill a survivor instead of just downing them. The realism modifier is there as an extra challenge/layer of difficulty. Player outlines through walls are hidden, respawn closets are disabled, zombies take less damage if not headshot, and the witch will instantly kill a player except on easy difficulty. This system of difficult is really well balanced with each one giving the players exactly what they asked for. Expert difficulty may be heartless and difficult to a player that isn’t an expert, but that’s the whole point, and it may be a good idea for that player to play Advanced instead until they have the skill to beat expert
One game with difficulty settings I dislike is Third Birthday. Despite what some say, I think TB is a pretty good game. It's just that the higher difficulties are poorly balanced, especially given your limited weapons, as you only carry 4 at a time, but only 2 slots are for upgradable weapons you want, one for your default pistol, and one is for weapons picked up in levels (which are never upgraded). Two games I liked the difficulty modes for are Armored Core Verdict Day and Spider-Man for PSX. In Spidey's case not only is health altered, but stages, some bosses, and max web carts are altered too. ACVD has a set of unlockable modes with various things tweaked in the game (and selecting one changes the menu music to something almost Souls esque) like damage and money earned and other stuff. There is also a lives system so, uh, if you suck you won't get too far. And as many people got filtered through AC6, it's overall difficulty is atill lower than VDs (although at aome point you have access to UNACs, which are kinda like customizable Spirit summons that you gotta pay for)
I’m someone who prefers easy difficulty. Metro 2033/ Last Light is a series that after playing the hardest difficulty, i enjoyed it more. Because it’s not artificial difficulty. (I never played Exodus on the highest difficulty, but I imagine the open world makes this more frustrating) Sure, you take more damage. But so does every enemy. You can 1 shot almost every enemy with a well placed bullet, even mutants. But you can get overwhelmed if you’re not careful. Less ammo picked up? You don’t need as much ammo anyway. Stealth is encouraged so you can save your ammo for the mandatory gunfights. You need to think more tactically and use cover so you’re playing differently. I’d recommend the first two Metro games on Ranger Hardcore, as someone who always plays on easy.
i'm glad someone talked about this cuz i've had some of the same thoughts for a long time i tried give me god of war when i first got into the new GoW games and instantly stopped cuz it wasn't hard in any fun way the first combat i had in that game was literally just stun-locking enemies for multiple minutes on end cuz they had so much damn health that was the best thing to do personally i've always preferred hard modes that function as a kinda new game+ experience where they add some new enemies or attacks to bosses during fights from soft actually did this with (at least some of) the armored core games and it was really cool granted i have a problem with the whole "easy mode for accessibility" thing and it's that no one i've seen talk about it ever mentions how a lot of games just have mechanics that mean that it's not as simple as just making enemies weaker to make the game accessible to more people games with stuff like important sounds to know when an attack is coming or combo systems that need you to have good fine motor skills can't be made accessible to people with disabilities by just having you take less damage and do more you need systems that actually make it so those aren't as important like visual sound effects or devil may cry's assist mode which basically lets the game combo for you the first DMC game actually had an easy mode that was basically just for accessibility it made the guns full auto made combos easier let you hold more items and all that was on top of the normal changes like bonus health granted the way you unlocked it was kinda dumb but still the idea was really well done and this later became the assist mode i mentioned before
I am not really for Elden Ring to get an easy mode for accessibility purely for the statement mindset of why Souls didn't have one. One design for the game that can be beaten through a variety of methods of various difficulties. Also, I don't agree with the notion that all games should be intrinsically for everyone. Not every game needs to kowtow to ones of certain issues unless one wants to make a game with said considerations. Besides, I come from a time where people wanted games to be considered an art form, and I don't think being unwilling to meet a game halfway and complain about how it doesn't specifically cater's to you doesn't help. Sometimes, you juat have to say its something you can't do or have the time for
I personally think that it's great how Fromsoft doesn't use this stupid "difficulty pick" thing in their Souls series. Like, if you want a relaxed gameplay, just pick a class that represents your playstyle the best and level up into something good while carrying great weapons and (sometimes) armor, but if you want the opposite, just throw all the armor away and fight with a fricking sword hilt
One of my favorite games has a mixed bag when it comes to difficulties: Megaman Zero. It's actual "hard" difficulty isn't much to write home about, as it just makes it so you can basically only use one slash of your sword weapon and all of your weapons are basically unable to be charged or leveled up, which to me sounds like a boring snoozefest. However, on the normal difficulty, where these restrictions don't apply, you will still see the rank system, which I really like. You see, depending on how fast you completed your previous missions, how many times you died, how many assists you used, and how many enemies you killed, you begin to get a "rank", which is based on the average of all the points of your previous missions in a run. If that rank goes high enough, bosses will gain an extra attack they can use against you to make boss fights tougher. I actually really like this, and in future installments you can actually get a form of this extra attack for beating them in this way (MMZ4 is a little different, but that's for a different day).
If you want a great example of difficulty done right, take a look at timesplitters 2. Level difficulty didn't just effect spawn rates or damage, it turned on and off level objectives and shortened timers. TS2's first mission on easy just involves getting into a cave and blowing up a monster in a box, but on normal it also includes burning files and taking out coms dishes, with hard including a bunch more stuff along with a climactic fight with a helicopter on top of a dam, and that sort of design is carried across the whole game. On top of all that, beating higher difficulties unlocked more stuff for multiplayer, like characters, game modes, maps, and so on. It gave you a reason to push yourself to get good at the game, incentivizing you to do so with unlocks, and rewarding you with more cool stuff in each level when you finally stepped up and took a shot at it.
Wait can we talk about marvels spiderman 2 difficulty!. I love it because it does actually show how the diffuclty is changed. And the health /enemy sliders. + You can modify certain difficulties like uour health and the enemys health. I love that seriously!
I usually just want to play the game on the difficulty it was built around. And that can be hard because you would think that would be "normal" or "medium" but that isn't always the case. Sometimes devs will come out and say that "hard" is the true difficulty of the game. Like Halo for example, bungie devs always said that "heroic" was the true way to play Halo.
I really like hard games, there is something about beating something that pushes you to the limit. There have been times I have have though stuff being unfair and/or impossible, but I still managed to beat it. Like look at Call of duty world at war on veteran difficulty, its super hard and give you no chance to just hide away since you will get bombarded by grenades. Quake 1 on nightmare, there are parts where you pretty much die instantly in ambuses if you forgot they were there. I mean you can just save, but I think saving mid level takes away all the stress with playing on the hardest difficulty. One difficulty setting that I would say bad is in the elder scrolls and/or some of the fallout games where they just make the enemies tanky. God of war on give me god of war difficulty is fair in my opinion because just mindlessly hitting an enemy is not the intended way to get through the game on that setting, you should use combos and abilities especially investing in the Runic stat to get massive damage. Then we have games like S.T.A.L.K.E.R which has a unique difficulty setting making both you and the enemies take ridiculous damage. Headshots are usually lethal and you die in seconds, but same goes for your enemies with the exception of mutants. Max payne 3 had a unique system where if a bullet hits your head and you have no painkiller you're dead, even on some of the easier difficulties, but honestly Max payne is a powerfantasy game, the hardest difficulty is really fun.
Elder Scrolls/Fallout have the worst difficulty scaling by far because not only they make the enemies more tanky, but they also lower the damage you do and boost the damage the enemies do to you.
There are a few games that gets it right, that said few. There is Horizon Zero Dawn, it make the game way too hard starting out. Prices are ludicrous, enemies can see you from a mile away. They are more aggressive, can almost one shot you, and there is no health bar. It makes the game that much harder than it needs to be. Remnant is better, but you basically die in 2 hits, sometimes in one and enemies way too beefy. Invest as much as you want in protection and everything, but it still doesn't do anything. A game that I have played that does get it right is Ghost of Tsushima. Most enemies go down in 2 hits, but so do you, meaning that there is at least some level of fairness when starting out. The Witcher 3 does it differently. The game literally makes you feel like witcher. You are supposed to use everything you have at your disposal, meaning that you can use every trick up your sleeve, no matter what. The bottom line is a game is supposed to be fair no matter what difficulty you play on. Playing on hard shouldn't feel like torture, it should make you think about what you do and give a fair challenge, not throw everything at you and only make you feel like you are powerless.
Don't have a console, and I'm useless at melee, so I'd never play a Fromsoft game - but I enjoy watching other people play them. And the thing that would really put me off is that when the player dies, they have to go way back and run across the map having loads of mini-fights before they can get to the fight that killed them. I can skip that when I'm watching a playthrough, but it would be tedious as an actual player. Tedious for me, anyway. ;-)
My favourite game to look at when talking about terrible difficulty settings is Wolfenstein 2: The New Colossus. I think I went for the middle difficulty on my first play-through, and after playing for a bit I slowly dropped it down to the lowest, and then put it on the highest available for the first playthrough, and the difference wasn't big at all, you get insta-killed a lot on the higher ones, but on the lowest you still get ridiculous deaths that make you feel cheated, making the game hard regardless of the difficulty, which seems silly... I also love the Ratchet and Clank OST tracks used throughout the video, I see you're a man of culture.
i honestly just want an easy mode in souls games and the like so i can feel more like i have a chance towards the beginning and actually be able to get more hooked and invested in the game, getting a handle on the mechanics and whatnot, and eventually when i feel ready move up to the normal difficulty and play like the big bois
I absolutely love subtle difficulty via playing with different equipment combinations, collecting different items, and act tuning, I really don't like explicit difficulty settings that you pick from the beginning and have to commit to for the entire save
Yeah exactly. The tough thing is that every developer has their own interpretation of what difficulty is, but most stick to the same 2 to 4 difficulty options. I always get really indecisive when I get to difficulty options screen on a long game that doesn't let you change the setting during gameplay. I've learned that it's a total roll of the dice on what experience I'm getting. The best ones have fully customizable difficulty menus like system shock that let you craft your experience to your skills or tastes. The absolute worst is when a game locks content behind it's hardest difficulty mode and only tells you after putting hours into their game. Now I have to look up a gamefaq before I start a game just to look at comments on difficulty options...if one exists. Thank you to devs who at least define each difficulty mode in their game.
I know I'm late to this, but I have been playing FFXIV again lately and one of the most fun I have are the EXTREME/SAVAGE modes of trials. This is a good way of increasing difficulty: You keep the general idea of the fight, but they add to or reinforce the gimmicks that were associated with the fight to begin with. You learn the gimmick and work around it, know how to do tank swaps, time the executions of clickables, balance the buff-items that when there are more on the field the enemy gets stronger, but you need them to break an insta-kill gimmick that can go at different intervals so have to balance 'I need at least 3 on the ground for when the gimmick happens to collect, but having 9 deals so much damage," etc. Stuff like that is what I find good! Another thing is like on Killing Floor 2. Sure enemies do have some more damage, but it also increased their difficulty, where the max it spawns later-wave enemies so you're less prepared for them and they can sprint rather than wobble at you threateningly, giving you less time to kill them as they close distance quicker.
ULTRAKILL Violent/Brutal difficulty is a good example of a hard mode. Instead of the enemies having more hp or just deals more damage, they instead tweak functionality of enemies to make them feel more harder. Like for example: Allowing the filth to attack for times in a row or the Maurices and Mindflayers enter an enraged state when under a certain percentage of hp which the enemies will attack faster and the Maurice gains a second explosive beam that happens after the 1st one during the enraged state.
the first time i played god of war 2018 i didn't know that "Give me god of war " was a difficulty option, I thought that it was just a weird way of telling me that this is the actual game. I ended up finishing the game after 8 moths playing around 2 hours a day.
My favorite difficulty setting is Project Wingman. Every difficulty just makes the NPCs smarter than the last. Even the hardest difficulty doesn’t make anything (except maybe like three bosses) more durable, it just spawns new enemies.
accesibylity is more nuanced than "Easy mode" . like for example a blind guy beat the last of us because the game was accesible enough so that you could beat it while being unable to see ,while animal crossing, an "easy" game is very hard to play as a blind guy
I think the best difficulty settings are in KH2FM because Crit isn't just enemies are damage sponges instead, you're given a bunch of abilities to start off and they keep the action going and while it increases the enemies strength and decreases your health, it also increases your strength so instead of "Please die, this is taking forever" it's an even battle where you need to get good. And then there's EXP0 which is much more of a gimmick difficulty. It keeps you at level 1, but the bonus levels for beating certain fights and other slight tweaks, keeps it from being completely unfair
My favorite difficutly setting comes from Killing Floor 2. By increasing the difficulty the game not only alters the damage and health scalings, but also give your opponents new attacks, they move different, they are more aggressive and even willing to kill them selfes to bring you down. Haven't seen a difficutly setting altering a game like this before
dear ultrakill elitists: i do NOT care if you think i'm a "wimp" for playing on harmless and not brutal. i'm here to have fun not crack my skull open trying to beat sisyphus
People who say that they play on hard to make the game take longer There's a thing called "going easy on easy enemies" Where you sorta roleplay that if you die in the game You die in real life
Very well-made video, and yes, I agree with your point. Ghost of tsushima has an excellent lethal mode where you can die in 2 hits, so can the enemy. Marvels Spiderman also has a similar difficulty like halo where it works the same way because I couldn't tell much of a difference between normal and ultimate.
Sekiro has 4 difficulty settings: the basic one is hard, then you can use the bell demon to make it harder, and then you can play charmless to make it even harder. Then you can play charmless with the bell demon.
1 of my favourite “ultra hard” difficulty’s is cry of fear’s nightmare mode yes it still has the more enemy hp bs but I like how morphine does less healing and how a save takes up a bag slot and you can only save 5 times it makes the game hard while having a challenge
personal opinions on every difficulty easy: more checkpoints/save points, higher chance of getting better items, enemy AI/cooldowns nerfed. basically, it just makes it so dying is less of a complete setback and more a mild inconvenience. also, more rare shiny thing normal: bro this is just the base game hard: less checkpoints, enemy AI/moves buffed, new moves added to bosses/existing moves modified to be harder. essentially, this just makes boss fights and enemies more interesting, and makes it so dying sets you back further. anything beyond this is just "your choice, just don't make it bad". honestly, i HATE it when games have difficulties that either do NOTHING or are really just a pain to deal with. risk of rain 2 has a really interesting difficulty system IMO, it's simple and isn't too bad to get used to, but it's still unique. drizzle (easy) makes you regen more and lowers enemy difficulty scaling, rainstorm (normal) is the default, and monsoon (hard) just lowers your regen and boosts scaling. this basically causes the game to move way faster. not only that, but eclipse exists. personally, i'd rather have modifiers or extremely random/unique difficulty settings that genuinely *change* the gameplay instead of the stereotypical easy, normal and hard modes. why am i writing this-
Reminds me of Lunatic Mode in Fire Emblem Awakening. In a game where dodging is luck based, you can be killed in 2 hits on the first map. (Or 1 if you're Lissa). And then when you beat that, you unlock Lunatic Plus, which is the same as Lunatic, except a metric butt ton of enemies have special skills that are completely unfair. (Guaranteed halving of your defense, guaranteed moving first, or guaranteed instant death). Genuinely unfun.
All singleplayer games need to be piss easy, the player character more powerful than anyone else by the end of the story. Not to say that being OP is all of the fun, the first playthrough should always be a learning experience for both the player AND the character they're controlling. After that, new game plus ftw. Multiplayer is where actual competition comes into play, so the game needs to be balanced for all players. Games are meant to be fun, it just depends on what the player considers "fun"
I'm late to the party, but KH2 has one of the best "Hardest" Difficulties I've ever played being critical mode. In Critical mode, your hp and mo is halved, but you start the game off with extra ap(ability slots) and do extra damage with a few abilities from the get go. And funny enough, a lot of the superbosses feel easier on critical than in proud for me, since it's less of an endurance battle
@@Janex-06 me when I'm in a game meat riding competition and my opponent is a Minecraft player (I play both games btw and I like both, just not the butthurt idiots using every opportunity to say one game is better than the other.)
Also minecraft hard diffculty does absolutely nothing but just increase enemy damage, terraria master mode makes the ai of the bosses better and allows access to items you otherwise dont get in other diffculties + there are seeds like "for the worthy" that gives an extra diffculty called legendary. (ftw also has other things in the seed itself, not just the extra diffculty.) diffculty counter: 4
i never bother with ultra difficult modes when i find out the difficulty only decides how much of a slog it'll be to kill the enemies. but when the enemies don't exactly become tougher, but smarter and have new tricks up their sleeve? then i am curious. similar happens in Killing Floor 2, at higher difficulties, new enemies can spawn, like elite versions of enemies, and old enemies gain new tricks, like the Flamethrower enemy getting a self-destruct explosion. and the enemies start to run or even sprint at you instead of Power-walking towards you like a bunch of angry grandparents. obviously you also are gonna die more easily. but its better than just making everything a bullet-sponge.
Playing The Division on challenging is like me walking right into a military base with mini guns, bombs, and whatever they have get thrown at me. I could run a build but I don’t find that fun and usually you rely on the build rather than your skill. I even matchmake on the final missions for each final section of the manhunts because I’d get shredded to bits and the enemies are just bullet sponges I’ll be out of ammo before I even get through half the mission.
I've been thinking about this whole thing for awhile myself like what's the point of difficulty settings in some games when sometimes the player can't even tell the difference between normal and hard or easy and normal? The souls series seems to have perfected what difficulty should be whether you have that perfect build for yourself and wreck the game or if you want it more difficult just use terrible weapons and go naked through the game, I don't understand at times how a lot of games I play(even for the first time) I have it set to easy difficulty and like I notice that I take some of the most bs damage even on that difficulty and it makes me think like "If this is easy difficulty I'd like to see what hard is like" but mostly as a joke you know? Even games like Skyrim right, okay I loved Morrowind and Oblivion, fair games and all but then I play Skyrim and I'm sitting there getting one tapped by bandit chiefs while rocking full daedric and that's with it set to novice difficulty so I thought "maybe that's hard difficulty" so I scrolled all the way to the right setting it to legendary thinking that's easy difficulty but...I noticed no difference in damage I was taking and I was baffled when yet in something like dark souls I can easily shrug off backstabs like they're nothing or even attacks from bosses. I'm kinda tired of difficulty settings in games honestly, not sure if anyone else is but yeah I totally get this video...
A few games I think did a good job with difficulty: Terraria Expert Mode. Yes, buffed health and damage, but also AI changes. Almost all bosses have significant changes that make them harder in a fair way. Also, some enemy AI changes. Certain skeletons will stop and throw bones at you, and a lot of enemies that normally just walk towards you will actually jump if you go above them, catching you in the air if you try to jump over them. BotW Master Mode. Sort of. The beginning of the game is more exciting, being forced to explore alternate ways of fighting things, rather than just diving headfirst into combat. The health regen on the enemies also forced a more aggressive fighting style, which in turn made you more prone to getting hurt. Hollow Knight Steel Soul. Yes, this is just a permadeath, but it makes the game harder in the perfect way. When I played Hollow Knight, every boss I died to at least once. I honestly sucked at the game and had to rely on being able to learn their move sets to win. Steel Soul simply removes that. Cadence of Hyrule Permadeath Mode. This one is also a permadeath, but it also has other changes. Honestly, I didn't die much in CoH. Until I played permadeath. It max scales the world and adds quite a few mini-bosses. It forces you to really get into CoH's playstyle and learn how the enemies work.
5:15 I was one of those masochists who beat it before NG+ was added in a future update. All you get for beating it is a skin change for Karatos' shield🤐
I believe mirror's edge has a good harder difficulty, since in normal and easy you have this thing called runners vision which highlights some objects in red sp you know where to go, but in hard mode they remove it
Highest difficulty I got on wolfenstein 2 was do or die. Duel wield all the time there's no longer any downside to doing so. And you need to deal out as much damage as possible. Machine games probably should of had vision and removed ads and made duel wielding constant while giving it a little more depth.
I don't think just making enemies have more heaöth and damage is always a bad thing. I've played both the horizon games, and have replayed them both on tge hardest difficulty, and I found that really fun. Choosing the right strategy became more important, and I had to play really good, which meant it also got really satisfying. I would either end up dead, or barely taking damage... however that kinda changes in the late game. Then I was already over-leveled enough to take some hits without dying instantly. Some enemies were still hard, but it didn’t get as tedious to kill tgem anymore either, and honestly it might be good that the game becomes easier as one goes along, cuz I would probably start to get mad after 60 hours. I don’t think it’s as tedious as gow, the enemies in horizon usually don’t go down in one hit when on equal level, and hp bars are removed in ultra hard, so you don’t see the progress in the same way. And I also think that in the first game one of the strategies, overriding machines, becomes stronger on higher difficulties. I think higher difficulty makes aloy weaker in terms of damage, and gives machines more damage, but everything has the same hp as on easier modes
I know this is a 5 month old vid that probably been forgotten but i feel like difficulty should be based on how well the player is doing. you know if your blazing through it you get less ammo drops, less healing items, and less repair items. and harder "unique" enemy's and if your struggling well its the opposite though on a lesser scale.
I kinda liked Halo's difficulty, it was a genuine challenge to beat reach and 4 on higher difficulties for the achievements and armor unlocks (i miss those so fucking much please just bring back unlockables based on achievements and actual challenges) it was frustrating at times but doable and fun
A solution I like is that the game is primarily designed around the developer difficulty. Being built and tested around the hard end that the developers would be playing at.
I personally feel like Terraria did alright I’m with difficulty. Not the best, but alright. Normal enemies are already hard on normal if you try just tanking it. You’re supposed to dodge. But you can still survive a few hits, especially with health potions, which are abundant enough to use them on normal enemies. And when the game difficulty goes up (to expert, mastermode is kind of bad) bosses and normal enemies gain new moves instead of only increasing damage and health. Then the challenge modes are mediumcore and hardcore.
i think one game (or rather mod) that does difficulty really well is the terraria calamity infernum mod, while still a bit bullshit at times, it adds new mechanics to all the bosses that makes them much harder, but it doesnt devolve into them having a ton of health
Persona 5 Royal's Merciless has some balancing issues that a certain boss (Okumara) easier then on Hard (Or arguable easier then well Easy) Hitting a Weakness does 3X Damage and Crits do more damage the issue lies within that this goes both way and can be easily exploited there
Gaming is all about using the tools that the game gives you, and that includes the game itself. Since I’m almost blind, trying to play a lot of modern titles is what got me into game hacking which created an interest in cyber security. Obviously talking about off-line modes in single player games only: if DLC or micro transactions really must remain in the gaming industry then that should also include something straight from the developer, which can make the game easier or do whatever someone might want to do with it and would be willing to pay for. it blows my mind that no developer has done anything like this, but instead they would rather people hate them for other more predatory financial decisions.
I feel like the main problem with Elden Ring is that the bosses move as fast as ones in Sekiro but the player has the movement speeds that of Dark Souls
About the adaptive difficulty you should mention the Left 4 Dead series where the zombie spawns are influenced by how good you're doing this is done by the AI named by VALVe as "The Director"
Adaptive difficulty isn't a good fit for most games. But what it does well is fit 'story heavy' games where gameplay is there to support the story, as the one thing it achieves by 'adapting' is letting the player continue the story more consistently. That said I still don't really like it and generally prefer games where the gameplay isn't playing second fiddle to other aspects.
I sorta just had this epiphany in HK after I finally beat the Radiance and her BS double damage asked myself "Was it worth it, did I feel fufilled" and the answer was... no I felt really angry after beating her, like it pissed me off, I was shaking with so much hate from the struggle this boss put me through. I felt so fucking mad and I just felt like my time was wasted. Even wrose is that I still struggled to have fun in other games, because they had literally gotten too easy for me. Beating souls games riuned other games for me, it just hardlocked me into this I-frame centric playstyle... then one day I played KH3 Remind and said "I;'ll play Critical Mode" the nobodies in Twilight town kicked my ass for a good few hours before I said "Fuck it" and made a Proud difficulty save and.... had fun? Turns out I was actually enjoying myself, building my team and giving Donald and Goofy some wacky item combos, seeing the story play out, and yeah sure I was melting through HP bars, yeah I was literally kicking everything in the ass... but also... I was having fun while kicking everything in the rear, I actually was able to play some unique playstyles due to me being literally too good as I could basically goof off and have fun. Turns out fun gameplay made for more fun than actual difficulty. To this day I play on normal 1st, and if the Hard Mode isn't just a "hurr hurr, number go up" and then I'll do it. I've sorta just given up on playing Souls likes for fun, and have embraced games with fun mechanics, and fun exploration. I actually now enjoy easier games because I've learned too love a game inspite of how easy it easy, because a good game is not good for its difficulty... its good because of its mechanics and how it is built
I think if they just change numbers then its better to have a slider rather then individual buttons, so the easy to normal/ normal to hard ect jump isnt too harsh!
I never go away from normal difficulty. If the game can't be beaten, I will either put it away and write an angry comment, or give myself some money with cheats. I would limit to one aspect of cheating. If it is money, I would be still restricted by the tech tree of unlocks or discoveries. Difficulties are simple multipliers to health and damage, and likely not hand-tweaked as much or at all. I feel skeptical towards an adaptive difficulty punishing me for playing too well.
There is a right and wrong way to implement the difficulty settings. I'd argue Wolfenstein 3D did it right I mean in that game harder means more enemies to kill. Same with classic Doom and Quake. Yes, there is a nightmare difficulty in Doom but it's more of a joke difficulty that is meant to silence the people who complained that Doom is too easy even on Ultra-Violence difficulty. (Though some hardcore people made a nightmare run) In Quake 1 nightmare is kinda hidden and it does the same as hard but also makes enemies harder in ways other than raising damage and HP. The wrong way of making it hard is making enemies too damage spongy and too deadly.
I dont know why this is a topic the whole point is to pick a difficulty you think is for you, some people just like easy games, some people like a challenge, and some people like games that are unfair, yes they do exist so no difficulty options dont suck you just suck at picking them
Most games should have an " variable or adaptive difficulty" system. But that would require few more lines of code... Most gamers dont need to be babied by a game, but a " Anti- Rage- mode" like that sure is nice sometimes :) Also this would balance out some critical game designs nicely, if a boss is setup too hard for most players the game would rob him off some health and mechanics at every death a player encounters so he doesnt make a frustrated Reddit post after an hour :) But difficulty should fell natural, enemies get smarter and gain abilities and not become bulletsponges on harder difficulties. Most racing games have some rubberbanding that resembles a variable difficulty, but its not often seen in other genres.
I don't like video game difficulty because I never know what the entended game is. And my experience always feels incomplete or hollow when I play on a regular difficulty
God I hate games that think "hard" means even the most basic enemy has a million hit points. Not only that makes the player feel like a toddler slapping the enemy. It is not challeging, as I continue to do the same thing over and over until that HP bar hits 0.
What about games like Doom Eternal ☠️
@@santinosmaldonisayed5977 it’s still a terrible “difficulty increase”
@dudem8guy Nah. DMC is not the worst only because GoW exist. Just because you have lots of options on how your attacks LOOK does not mean the game is better. The only one that does it right is the Ninja Gaiden 1, because in that game, if you know what you are doing almost all enemies can be dismembered and have their heads chopped off, regardless of how spongy they are...
I love it when bosses with fun combat have a million hit points. Basic enemies, like you said, obviously not. I guess that's why I like Wuthering Waves so much. You can build your characters to mow down fodder but also just take the stats off when you wanna fight a boss for a while lol, tho challenge bosses have a pesky time limit.
@@kirstyjerkic4362 I mean not really for doom eternal since theres all types of different skill gaps, I’m not exactly sure what the difficulty does but it’s def the best one I’ve seen, it wasn’t terrible in eternal
The greatest “hard” difficulty I’ve played was Metro: Last Light.
A single bullet could take you down, but a single bullet will also take down most enemies
So heaven or hell from DMC.
you mean hardcore difficuly. If so i hope you know about the ranger hardcore difficulty. That thing is not unforgiving but sometimes close.
@@light4299 It also changes some mechanics and things like wristwatch model
Still I don't understand why can't you see your ammo EVEN in tab menu
Like Artyom became so stupid he couldn't count how much mags he's carrying
@@DraganKKWCZ no wristwatches changes based on if you choose suvival mode or spartan mode. But the thing about ammo in tab menu. On ranger hardcore you check your ammo with your journal and thats my favorite immersive thing about first 2 metro games. Because it feels like realistic thing to do that you would write how much ammo you have in to your journal
You got pass the mole cave level? Respect o7
I have beaten GoW on the Give me God of War difficulty. It was a pain in the ass and maybe that's why i didn't touch the game after that. The difficulty, it made me think the game was awful, which it isn't, but I'm still not a big fan of it. I regret it everytime, that I must choose the hardest difficulty in all of the games i play, even, if I don't even know what the game is about or anything.
I played GoW on the give me god of war difficulty and I loved the game. It was not very fun at the start but ones I got good at the game I started to enjoy it (and the game becomes a lot easier ones your past the early game)
I was like that, thinking that normal was "Too Easy" and started playing games on hard mode
I stopped many months ago because I told myself "I play games not to feel pain, I play games to have fun"
So since I moved to normal again and just had fun with games
I think the only time I would try hard mode is a game I really love and that I best on normal many times
It wasn't just the game, you were in the wrong, there were no winners here
It kinda reminded me of cruelty squad. You start at 2nd hardest difficulty, but if you die, you go on lower difficulty (and if you die a lot, you get downgraded again) - and this is a gameplay element too
I feel like the main issue with having game difficulty settings is that most of the time there is a default difficulty that the game is balanced around, and the rest of the settings are either different enemy stats or more / less stuff thrown around in the game. Usually when I first play a game I want to play the difficulty the game was balanced around but even then choosing my difficulty as the start is a nightmare because its always something different. I haven't played God of War but I'm definitely the type of person to choose "Give me God of War" just wanting to play the game only to be completely obliterated
I agree with you; survival horror games are the best when it comes to implementing high difficulty in a functional way. For example, Resident Evil 7's Madhouse difficulty is very effective because it forces you to play differently and pursue items that you wouldn't care about in a normal playthrough. Additionally, there are games that increase enemy health and cause the player to deal only 2 damage to the weakest enemy, while that same enemy has an attack that instakills, making the experience extremely tedious and even turning a game that someone loves into the game they hate the most.
@ozt6503 I'm late to this, the same for Both The Last of Us games and, surprisingly, Skate 3. For The Last of Us Part 1 and 2, their hardest difficulty Grounded mode is a great difficulty system having the hud, health bar the crafting sound cue ammo count and listen mode is all out, having you to rely on sound cues on the infected and enemies having you realize that some encounters can be completely avoided. For Skate 3, black box got creative with its difficulty, instead of doing like a higher point count or certain tricks are used, Black Box changed the physics of each , it's hard to explain but a youtube That Boy Aqua made a great video on the Skate games.
Sometimes I feel crazy cause unlike other people, when I do finally beat the one part in the game I was failing for hours at a time, I feel almost nothing.
I don’t feel fulfilled, I don’t feel like I won. I feel like I wasted hours on all of that stress and for what? It ends up being entirely draining and debilitating, sometimes ruining the entire game for me if it’s bad enough. All it takes is one boss that I have to abuse the game mechanics in unintended ways to beat, and then I feel sour about everything afterwords. I don’t play normally again cause at that point I’ve already had to memorize how to break the game in order to win, so encounters don’t feel natural as my mindset shifts into doing what gives the enemy no chance as opposed to what’s fun. Happens the most with single player close quarters combat games I noticed, and usually way before the end of the game.
@@boltogen5416 That was my experience with Malenia in Elden Ring, and almost my entire experience with the ER DLC, which is why I stopped playing before getting very far.
Yep. It's more like: Fucking finally!
In The last of us, there was a new weapon near the start of a fight with a couple of infected in the beginning of the game. I remembered that when I played on normal difficulty, I used the weapon in the fight. On hard difficulty, it wasn’t there and it made the fight a lot *harder*. The environment should change, not the enemy’s stats or the player’s.
About dead space remake: there were some guys trying to complete the game on impossible mode, got some stupid softlock bug in the end of the game right before the final boss and they had to just delete the saves because only that would fix the softlock.
Speedrunner Waifuruns basically had to beat his other save(difficulty below impossible) before the softlock in order to complete his challenge as impossible mode is the same except permadeath
The stuff I hate that some games do is just enemies that have more health and do more damage which isnt engaging at all. As of late, I just play the medium difficulty most of the time of any game. That way I have more freedom of choice in playstyle and put limits on myself which can still be engaging in ways that more health and damage isn't.
One interesting thing about (most) yakuza games with legend mode is that it’s basically just hard mode with no retrying a fight if you lose just sending you back to your last save and on most of them the scaling from normal to hard isn’t very much
When I was younger I tried doing games on the second hardest difficulty. Now as an adult with barely enough time to play games I always play on easy mode to progress faster and I don't care what the rest of the community says.
Same, brother.
same, i just want to experience games when i have free time. i dont want to grinf 100 hours just to get good
Respect bro. Don't ever bend to their opinions of what it means to be a "real" gamer
I find me going down this road more often than not these days. I'm in my sixties and don't have the time/patience and am grateful for games that provide difficulty settings and the more options the better.
Same
I especially have a problem with difficulty elitists in games like terraria, where if you don’t play game on the hardest difficulty they don’t consider you a true fan. And I’m saying this as a guy who always plays games on the hardest difficulty even if it’s my first play through
Didnt play Terraria but sounds similar to Payday 2 but in that game the hole game is balanced around the highest difficulty (DSOD) and if u go lower ur automatically way to overpowered.
I think its because the harder the difficulty the more items/ content/ and weapons you get from it giving you a full experience
@@TheRandom_Emu nah, master mode only adds trophies, pets and gives you additional accessory slot. Unlike expert mode it doesn't do any AI changes so enemies are just more tanky and damaging. Well, actually there is also an armor change, instead of protecting some percent of your health it just subtracts armor level from taken damage, as I know both for players and mobs
@@Artyomann >as I know both for players and mobs
it is only for players.
@sleepydudespillow lmao i used to be typa guy who played on hard or even hardest, but with time i started to not care and usually play on normal just to enjoy things, like for plot or characters, yea uts fun to get a challange but its more fun to actually enjoy the game, and some people want even just that dont care about fights wanna just consume story, its like acting "if you dont watch a show on your fridge screen through a plugged in 20 year old laptop youre not a true fan of the show grrr"
I'm really not a fan of 'director' dynamic difficulty systems, mostly as a result of experience with later games in the Homeworld series. Over-preparing is how I like to play games and manage difficulty for myself and punishing me for that sucks.
As much i love resident evil, i dislike how dynamic difficulty works here, like, come on, my maxed fucking shotgun need two for three shots blank range to kill a enemy ffs?
I don't know if I'm a masochist but I enjoy playing games with a difficult setting because it's really satisfying when you defeat a boss or complete a mission because of the thrill of the challenge compared to easy mode.
But I don't judge what difficulty people choose because your experience is what matters when playing a video game
Thank you for acknowledging "easy" mode's benefits for accessibility. In fact there's one other thing too; some people just don't like the gameplay of certain games and would rather experience the world it has to offer. I know the recent retro-shooter Selaco has a tourist-difficulty like this.
Danganronpa AE also has one that does 1 thing over Medium (Troubled/Komaru) and Hard (Despair)
You can summon your invincible best friend at basically any time which makes sense since the prequel and rest of the series is a VN/Adventure game so a Third Person Shooter would be a jarring transition
I recently played a lot of Hades. It's a dungeon crawler roguelike. The game has a mechanic called The pact of punishment, which has a bunch of modifiers that make the game harder. One of those modifiers is called "Extreme measures", I think and it's my favorite way of making any game harder. What it does is it add additional attacks to a boss's move set. There are other modifiers that introduce a time limit, additional mechanics to the basic enemies, increased prices to the items in the shop, fewer choices to choosing upgrades and the classic - increased enemy damage and health. Hands down the best difficulty system in any game I have played in my life. Certainly hope the upcoming Hades 2 keeps that and hopefully improves that and I hope more games, not only roguelikes add similar features to their difficulty setting, sort of like in Legendary Halo with it's improved enemy AI.
a really good hard mode is Paper Mario TTYD's (unofficial) "Hero Mode", it doesn't just give enemies more hp, it gives the game a whole new story, redesigns characters, and adds new mechanics to keep even the most seasoned players on their toes!
Honestly, I agree with most thing's here...except for Metro being an example of bad difficulty, I really dig Ranger Hardcore.
@@MegaMicah12 same
As a video game dev student, this is a great indsight, I know I was aware of this but never really paid great attention to it
thank you for bringing that subject up, I'll make sure to always pay attention to it in my own projects
I have physical disabilities ( cerebral paralysis I can't use my legs, and my right hand is very slow ), and I still enjoy elden Ring now, garanted. I suck at it, but I am enjoying it. I could go where I want to fight. However, I want is
fun and unique
the worst thing ever is when games mock you, make fun of you, and generally see you as lesser when you pick low difficulties. this goes for the game itself and the communities. are are games who deadpan make your character look like a baby or some crap for playing on easy. this gets even worse when you realize there are people new to games or more tragically physically or mentally disabled people who get mercilessly mocked for trying to enjoy a game in the only way they can
"DIFFICULTY: TOURIST"
"We didn't call this difficulty "baby Mode" because we don't want to shame players for wanting to experience the game without the stress of intense combat and failure looming over them. We made the game for everyone to enjoy any way they like."
"But yeah, this difficulty is for teensy little babies."
-Madness Project Nexus
Can we just start telling people to just
Find a better hobby
When you need 27 mods on your Xbox controller, maybe it's time to accept that you only have two fingers, and can't reach the big leagues
@@Bangbanggooberblat69 man I love this game humor honestly
Enemies numbers & placement > Enemies buff
Monster Hunter does this very well.
You get a Low Rank, where you learn the monsters for the first time, a high rank and a G rank that are progressively more difficult.
Monsters often have subspecies or variants that are different and more difficult, change the way you have to apporach them while retaining some moveset characteristics.
The games have a steep learning curve and are hard throughout (pre-World), but your experiences build you up to the challenge. It is sort of a long, difficult, ongoing tutorial.
You also have harder and easier weapon/monster matchups.
With your healing items, you have a margin of error. Skills like mushroomancer, which turns very easy to obtain and stack mushrooms into valuable health items, can make this much more pronounced.
I have played through MH4U, one of the hardest games in the series and imho the one with the best difficulty design, with a partially broken analog stick that was slow to react. Even that rarely became an issue with clever use of the camera and careful positioning.
As a person with a job I play fromsoft games using mods to make my life easier so I can embrace everything on each game and pass through each game wihout dedicating mental hours of torture.
The duality of hardest difficulties
The one that make enemies massive sponges of damage
The one with limited save/perma death (and enemies do infinite damage because why not)
I love "adjusting" difficulty as Resident Evil 4 made it.
If you got tons of ammo and breeze trough the game, the game will throw more and harder enemies at you, but if you're all out of ammo, and barely surviving, you'll entcounter less enemies, said enemies dropping more ammo or herbs instead of money.
I find this a lot more fun than having the entire game super hard for you.
At the start the game will throw you a bone, but the better you get, the harder it becomes.
For FPS i consider classic doom and halo best for me in terms of difficulty. Doom provides more enemies and some enemies replaced with high tier enemies , less ammo and take more damage. Halo is similar. Noticeable in halo CE is that spawns change and also adds more enemy waves i certain sections. You also take more damage and enemies are more often higher rank. Taking more damage isn't that bad but when developers do the lazy approach of making enemies take forever to kill, that's when i lose interest.
PS: Borderlands 2 as great as it is, has difficulty issues. Unless you go meta build with a character like Salvador, your experience won't be that enjoyable towards the end. It feels like you get instantly killed in some cases despite having a good build on paper, and at the same time you're shooting at the same person for 20 sec non stop.
I’m surprised that Left 4 Dead 2 wasn’t brought up. The game has 4 difficulties, easy, normal, advanced, and expert, as well as one modifier, realism, and it is super well balanced and the difficulty actually gives what you expect from it.
In normal, friendly fire deals minimal damage, zombies hit you for either 2 or 1 damage depending on if you are hit in the front or the back respectively, and time between hordes is long enough to give players time to prepare while still making progress.
Easy difficulty turns off friendly fire, zombies can do a max of 1 damage, hordes are very far apart, and The Tank has less health
Advanced difficulty has friendly fire deal more damage than normal, zombies deal 5 or 3 damage, hordes are slightly more frequent, The Tank has 50% more health, and The Tank and special infected deal more damage.
Finally with expert difficulty, friendly fire deals massive damage, zombie deal 20 or 10 damage, hordes are extremely common, Tanks have 100% more health and also its attack will instantly down survivors, special infected deal way more damage(like, 5 times as much) and finally, The Witch will instantly kill a survivor instead of just downing them.
The realism modifier is there as an extra challenge/layer of difficulty. Player outlines through walls are hidden, respawn closets are disabled, zombies take less damage if not headshot, and the witch will instantly kill a player except on easy difficulty.
This system of difficult is really well balanced with each one giving the players exactly what they asked for. Expert difficulty may be heartless and difficult to a player that isn’t an expert, but that’s the whole point, and it may be a good idea for that player to play Advanced instead until they have the skill to beat expert
Also the director will adapt your game based on your skill. If you're getting your ass kicked you'll get more health items and less hordes.
One game with difficulty settings I dislike is Third Birthday.
Despite what some say, I think TB is a pretty good game. It's just that the higher difficulties are poorly balanced, especially given your limited weapons, as you only carry 4 at a time, but only 2 slots are for upgradable weapons you want, one for your default pistol, and one is for weapons picked up in levels (which are never upgraded).
Two games I liked the difficulty modes for are Armored Core Verdict Day and Spider-Man for PSX. In Spidey's case not only is health altered, but stages, some bosses, and max web carts are altered too.
ACVD has a set of unlockable modes with various things tweaked in the game (and selecting one changes the menu music to something almost Souls esque) like damage and money earned and other stuff. There is also a lives system so, uh, if you suck you won't get too far. And as many people got filtered through AC6, it's overall difficulty is atill lower than VDs (although at aome point you have access to UNACs, which are kinda like customizable Spirit summons that you gotta pay for)
I’m someone who prefers easy difficulty. Metro 2033/ Last Light is a series that after playing the hardest difficulty, i enjoyed it more. Because it’s not artificial difficulty. (I never played Exodus on the highest difficulty, but I imagine the open world makes this more frustrating)
Sure, you take more damage. But so does every enemy. You can 1 shot almost every enemy with a well placed bullet, even mutants. But you can get overwhelmed if you’re not careful.
Less ammo picked up? You don’t need as much ammo anyway. Stealth is encouraged so you can save your ammo for the mandatory gunfights. You need to think more tactically and use cover so you’re playing differently.
I’d recommend the first two Metro games on Ranger Hardcore, as someone who always plays on easy.
i'm glad someone talked about this cuz i've had some of the same thoughts for a long time
i tried give me god of war when i first got into the new GoW games and instantly stopped cuz it wasn't hard in any fun way
the first combat i had in that game was literally just stun-locking enemies for multiple minutes on end cuz they had so much damn health that was the best thing to do
personally i've always preferred hard modes that function as a kinda new game+ experience where they add some new enemies or attacks to bosses during fights
from soft actually did this with (at least some of) the armored core games and it was really cool
granted i have a problem with the whole "easy mode for accessibility" thing and it's that no one i've seen talk about it ever mentions how a lot of games just have mechanics that mean that it's not as simple as just making enemies weaker to make the game accessible to more people
games with stuff like important sounds to know when an attack is coming or combo systems that need you to have good fine motor skills can't be made accessible to people with disabilities by just having you take less damage and do more you need systems that actually make it so those aren't as important like visual sound effects or devil may cry's assist mode which basically lets the game combo for you
the first DMC game actually had an easy mode that was basically just for accessibility
it made the guns full auto made combos easier let you hold more items and all that was on top of the normal changes like bonus health
granted the way you unlocked it was kinda dumb but still the idea was really well done
and this later became the assist mode i mentioned before
I am not really for Elden Ring to get an easy mode for accessibility purely for the statement mindset of why Souls didn't have one. One design for the game that can be beaten through a variety of methods of various difficulties. Also, I don't agree with the notion that all games should be intrinsically for everyone. Not every game needs to kowtow to ones of certain issues unless one wants to make a game with said considerations.
Besides, I come from a time where people wanted games to be considered an art form, and I don't think being unwilling to meet a game halfway and complain about how it doesn't specifically cater's to you doesn't help. Sometimes, you juat have to say its something you can't do or have the time for
I personally think that it's great how Fromsoft doesn't use this stupid "difficulty pick" thing in their Souls series. Like, if you want a relaxed gameplay, just pick a class that represents your playstyle the best and level up into something good while carrying great weapons and (sometimes) armor, but if you want the opposite, just throw all the armor away and fight with a fricking sword hilt
One of my favorite games has a mixed bag when it comes to difficulties: Megaman Zero. It's actual "hard" difficulty isn't much to write home about, as it just makes it so you can basically only use one slash of your sword weapon and all of your weapons are basically unable to be charged or leveled up, which to me sounds like a boring snoozefest. However, on the normal difficulty, where these restrictions don't apply, you will still see the rank system, which I really like.
You see, depending on how fast you completed your previous missions, how many times you died, how many assists you used, and how many enemies you killed, you begin to get a "rank", which is based on the average of all the points of your previous missions in a run. If that rank goes high enough, bosses will gain an extra attack they can use against you to make boss fights tougher. I actually really like this, and in future installments you can actually get a form of this extra attack for beating them in this way (MMZ4 is a little different, but that's for a different day).
If you want a great example of difficulty done right, take a look at timesplitters 2.
Level difficulty didn't just effect spawn rates or damage, it turned on and off level objectives and shortened timers.
TS2's first mission on easy just involves getting into a cave and blowing up a monster in a box, but on normal it also includes burning files and taking out coms dishes, with hard including a bunch more stuff along with a climactic fight with a helicopter on top of a dam, and that sort of design is carried across the whole game.
On top of all that, beating higher difficulties unlocked more stuff for multiplayer, like characters, game modes, maps, and so on.
It gave you a reason to push yourself to get good at the game, incentivizing you to do so with unlocks, and rewarding you with more cool stuff in each level when you finally stepped up and took a shot at it.
Wait can we talk about marvels spiderman 2 difficulty!. I love it because it does actually show how the diffuclty is changed. And the health /enemy sliders. + You can modify certain difficulties like uour health and the enemys health. I love that seriously!
I usually just want to play the game on the difficulty it was built around. And that can be hard because you would think that would be "normal" or "medium" but that isn't always the case. Sometimes devs will come out and say that "hard" is the true difficulty of the game. Like Halo for example, bungie devs always said that "heroic" was the true way to play Halo.
I really like hard games, there is something about beating something that pushes you to the limit. There have been times I have have though stuff being unfair and/or impossible, but I still managed to beat it.
Like look at Call of duty world at war on veteran difficulty, its super hard and give you no chance to just hide away since you will get bombarded by grenades.
Quake 1 on nightmare, there are parts where you pretty much die instantly in ambuses if you forgot they were there. I mean you can just save, but I think saving mid level takes away all the stress with playing on the hardest difficulty.
One difficulty setting that I would say bad is in the elder scrolls and/or some of the fallout games where they just make the enemies tanky.
God of war on give me god of war difficulty is fair in my opinion because just mindlessly hitting an enemy is not the intended way to get through the game on that setting, you should use combos and abilities especially investing in the Runic stat to get massive damage.
Then we have games like S.T.A.L.K.E.R which has a unique difficulty setting making both you and the enemies take ridiculous damage. Headshots are usually lethal and you die in seconds, but same goes for your enemies with the exception of mutants.
Max payne 3 had a unique system where if a bullet hits your head and you have no painkiller you're dead, even on some of the easier difficulties, but honestly Max payne is a powerfantasy game, the hardest difficulty is really fun.
Elder Scrolls/Fallout have the worst difficulty scaling by far because not only they make the enemies more tanky, but they also lower the damage you do and boost the damage the enemies do to you.
There are a few games that gets it right, that said few. There is Horizon Zero Dawn, it make the game way too hard starting out. Prices are ludicrous, enemies can see you from a mile away. They are more aggressive, can almost one shot you, and there is no health bar. It makes the game that much harder than it needs to be. Remnant is better, but you basically die in 2 hits, sometimes in one and enemies way too beefy. Invest as much as you want in protection and everything, but it still doesn't do anything. A game that I have played that does get it right is Ghost of Tsushima. Most enemies go down in 2 hits, but so do you, meaning that there is at least some level of fairness when starting out. The Witcher 3 does it differently. The game literally makes you feel like witcher. You are supposed to use everything you have at your disposal, meaning that you can use every trick up your sleeve, no matter what. The bottom line is a game is supposed to be fair no matter what difficulty you play on. Playing on hard shouldn't feel like torture, it should make you think about what you do and give a fair challenge, not throw everything at you and only make you feel like you are powerless.
Don't have a console, and I'm useless at melee, so I'd never play a Fromsoft game - but I enjoy watching other people play them. And the thing that would really put me off is that when the player dies, they have to go way back and run across the map having loads of mini-fights before they can get to the fight that killed them.
I can skip that when I'm watching a playthrough, but it would be tedious as an actual player. Tedious for me, anyway. ;-)
My favourite game to look at when talking about terrible difficulty settings is Wolfenstein 2: The New Colossus. I think I went for the middle difficulty on my first play-through, and after playing for a bit I slowly dropped it down to the lowest, and then put it on the highest available for the first playthrough, and the difference wasn't big at all, you get insta-killed a lot on the higher ones, but on the lowest you still get ridiculous deaths that make you feel cheated, making the game hard regardless of the difficulty, which seems silly...
I also love the Ratchet and Clank OST tracks used throughout the video, I see you're a man of culture.
i honestly just want an easy mode in souls games and the like so i can feel more like i have a chance towards the beginning and actually be able to get more hooked and invested in the game, getting a handle on the mechanics and whatnot, and eventually when i feel ready move up to the normal difficulty and play like the big bois
I absolutely love subtle difficulty via playing with different equipment combinations, collecting different items, and act tuning, I really don't like explicit difficulty settings that you pick from the beginning and have to commit to for the entire save
Yeah exactly. The tough thing is that every developer has their own interpretation of what difficulty is, but most stick to the same 2 to 4 difficulty options. I always get really indecisive when I get to difficulty options screen on a long game that doesn't let you change the setting during gameplay. I've learned that it's a total roll of the dice on what experience I'm getting. The best ones have fully customizable difficulty menus like system shock that let you craft your experience to your skills or tastes.
The absolute worst is when a game locks content behind it's hardest difficulty mode and only tells you after putting hours into their game. Now I have to look up a gamefaq before I start a game just to look at comments on difficulty options...if one exists. Thank you to devs who at least define each difficulty mode in their game.
I know I'm late to this, but I have been playing FFXIV again lately and one of the most fun I have are the EXTREME/SAVAGE modes of trials. This is a good way of increasing difficulty: You keep the general idea of the fight, but they add to or reinforce the gimmicks that were associated with the fight to begin with. You learn the gimmick and work around it, know how to do tank swaps, time the executions of clickables, balance the buff-items that when there are more on the field the enemy gets stronger, but you need them to break an insta-kill gimmick that can go at different intervals so have to balance 'I need at least 3 on the ground for when the gimmick happens to collect, but having 9 deals so much damage," etc.
Stuff like that is what I find good!
Another thing is like on Killing Floor 2. Sure enemies do have some more damage, but it also increased their difficulty, where the max it spawns later-wave enemies so you're less prepared for them and they can sprint rather than wobble at you threateningly, giving you less time to kill them as they close distance quicker.
ULTRAKILL Violent/Brutal difficulty is a good example of a hard mode. Instead of the enemies having more hp or just deals more damage, they instead tweak functionality of enemies to make them feel more harder. Like for example: Allowing the filth to attack for times in a row or the Maurices and Mindflayers enter an enraged state when under a certain percentage of hp which the enemies will attack faster and the Maurice gains a second explosive beam that happens after the 1st one during the enraged state.
My dad beat God of War 2018 on Give Me God of War. He had such great patience.
the first time i played god of war 2018 i didn't know that "Give me god of war " was a difficulty option, I thought that it was just a weird way of telling me that this is the actual game. I ended up finishing the game after 8 moths playing around 2 hours a day.
My favorite difficulty setting is Project Wingman. Every difficulty just makes the NPCs smarter than the last. Even the hardest difficulty doesn’t make anything (except maybe like three bosses) more durable, it just spawns new enemies.
accesibylity is more nuanced than "Easy mode" . like for example a blind guy beat the last of us because the game was accesible enough so that you could beat it while being unable to see ,while animal crossing, an "easy" game is very hard to play as a blind guy
Okay that's weird
Can he really not see?
I feel sorry for him cause of the graphics push
I think the best difficulty settings are in KH2FM because Crit isn't just enemies are damage sponges instead, you're given a bunch of abilities to start off and they keep the action going and while it increases the enemies strength and decreases your health, it also increases your strength so instead of "Please die, this is taking forever" it's an even battle where you need to get good. And then there's EXP0 which is much more of a gimmick difficulty. It keeps you at level 1, but the bonus levels for beating certain fights and other slight tweaks, keeps it from being completely unfair
My favorite difficutly setting comes from Killing Floor 2. By increasing the difficulty the game not only alters the damage and health scalings, but also give your opponents new attacks, they move different, they are more aggressive and even willing to kill them selfes to bring you down. Haven't seen a difficutly setting altering a game like this before
dear ultrakill elitists: i do NOT care if you think i'm a "wimp" for playing on harmless and not brutal. i'm here to have fun not crack my skull open trying to beat sisyphus
People who say that they play on hard to make the game take longer
There's a thing called "going easy on easy enemies"
Where you sorta roleplay that if you die in the game
You die in real life
Very well-made video, and yes, I agree with your point. Ghost of tsushima has an excellent lethal mode where you can die in 2 hits, so can the enemy. Marvels Spiderman also has a similar difficulty like halo where it works the same way because I couldn't tell much of a difference between normal and ultimate.
Sekiro has 4 difficulty settings: the basic one is hard, then you can use the bell demon to make it harder, and then you can play charmless to make it even harder. Then you can play charmless with the bell demon.
1 of my favourite “ultra hard” difficulty’s is cry of fear’s nightmare mode yes it still has the more enemy hp bs but I like how morphine does less healing and how a save takes up a bag slot and you can only save 5 times it makes the game hard while having a challenge
personal opinions on every difficulty
easy: more checkpoints/save points, higher chance of getting better items, enemy AI/cooldowns nerfed. basically, it just makes it so dying is less of a complete setback and more a mild inconvenience. also, more rare shiny thing
normal: bro this is just the base game
hard: less checkpoints, enemy AI/moves buffed, new moves added to bosses/existing moves modified to be harder. essentially, this just makes boss fights and enemies more interesting, and makes it so dying sets you back further.
anything beyond this is just "your choice, just don't make it bad". honestly, i HATE it when games have difficulties that either do NOTHING or are really just a pain to deal with.
risk of rain 2 has a really interesting difficulty system IMO, it's simple and isn't too bad to get used to, but it's still unique. drizzle (easy) makes you regen more and lowers enemy difficulty scaling, rainstorm (normal) is the default, and monsoon (hard) just lowers your regen and boosts scaling. this basically causes the game to move way faster.
not only that, but eclipse exists.
personally, i'd rather have modifiers or extremely random/unique difficulty settings that genuinely *change* the gameplay instead of the stereotypical easy, normal and hard modes.
why am i writing this-
Easy: too easy
Normal: still too easy
Hard: good
Harder: a little annoying
Those special difficulty modes: P A I N
Reminds me of Lunatic Mode in Fire Emblem Awakening. In a game where dodging is luck based, you can be killed in 2 hits on the first map. (Or 1 if you're Lissa). And then when you beat that, you unlock Lunatic Plus, which is the same as Lunatic, except a metric butt ton of enemies have special skills that are completely unfair. (Guaranteed halving of your defense, guaranteed moving first, or guaranteed instant death). Genuinely unfun.
All singleplayer games need to be piss easy, the player character more powerful than anyone else by the end of the story.
Not to say that being OP is all of the fun, the first playthrough should always be a learning experience for both the player AND the character they're controlling. After that, new game plus ftw.
Multiplayer is where actual competition comes into play, so the game needs to be balanced for all players.
Games are meant to be fun, it just depends on what the player considers "fun"
I'm late to the party, but KH2 has one of the best "Hardest" Difficulties I've ever played being critical mode.
In Critical mode, your hp and mo is halved, but you start the game off with extra ap(ability slots) and do extra damage with a few abilities from the get go.
And funny enough, a lot of the superbosses feel easier on critical than in proud for me, since it's less of an endurance battle
Difficulty elitists in Minecraft are less worse than Terraria ones. Somehow, Keep Inventory's taboo.
Comparing minecraft and terraria is something only a butthurt minecraft elitist would do lmao.
@@Janex-06 me when I'm in a game meat riding competition and my opponent is a Minecraft player
(I play both games btw and I like both, just not the butthurt idiots using every opportunity to say one game is better than the other.)
Been a while since I played terraria but doesn't it have 2 difficulty types, one for the player character and another for the world?
Also minecraft hard diffculty does absolutely nothing but just increase enemy damage, terraria master mode makes the ai of the bosses better and allows access to items you otherwise dont get in other diffculties + there are seeds like "for the worthy" that gives an extra diffculty called legendary. (ftw also has other things in the seed itself, not just the extra diffculty.)
diffculty counter: 4
@@eclipsedninja1346 yep including seeds that make the game harder
i never bother with ultra difficult modes when i find out the difficulty only decides how much of a slog it'll be to kill the enemies. but when the enemies don't exactly become tougher, but smarter and have new tricks up their sleeve? then i am curious.
similar happens in Killing Floor 2, at higher difficulties, new enemies can spawn, like elite versions of enemies, and old enemies gain new tricks, like the Flamethrower enemy getting a self-destruct explosion. and the enemies start to run or even sprint at you instead of Power-walking towards you like a bunch of angry grandparents. obviously you also are gonna die more easily. but its better than just making everything a bullet-sponge.
Playing The Division on challenging is like me walking right into a military base with mini guns, bombs, and whatever they have get thrown at me. I could run a build but I don’t find that fun and usually you rely on the build rather than your skill.
I even matchmake on the final missions for each final section of the manhunts because I’d get shredded to bits and the enemies are just bullet sponges I’ll be out of ammo before I even get through half the mission.
I've been thinking about this whole thing for awhile myself like what's the point of difficulty settings in some games when sometimes the player can't even tell the difference between normal and hard or easy and normal? The souls series seems to have perfected what difficulty should be whether you have that perfect build for yourself and wreck the game or if you want it more difficult just use terrible weapons and go naked through the game, I don't understand at times how a lot of games I play(even for the first time) I have it set to easy difficulty and like I notice that I take some of the most bs damage even on that difficulty and it makes me think like "If this is easy difficulty I'd like to see what hard is like" but mostly as a joke you know? Even games like Skyrim right, okay I loved Morrowind and Oblivion, fair games and all but then I play Skyrim and I'm sitting there getting one tapped by bandit chiefs while rocking full daedric and that's with it set to novice difficulty so I thought "maybe that's hard difficulty" so I scrolled all the way to the right setting it to legendary thinking that's easy difficulty but...I noticed no difference in damage I was taking and I was baffled when yet in something like dark souls I can easily shrug off backstabs like they're nothing or even attacks from bosses. I'm kinda tired of difficulty settings in games honestly, not sure if anyone else is but yeah I totally get this video...
I think the most interesting difficulty heard of was in DMC 4, called Heaven Or Hell Mode, it makes everything, including you, die in one hit.
A few games I think did a good job with difficulty:
Terraria Expert Mode. Yes, buffed health and damage, but also AI changes. Almost all bosses have significant changes that make them harder in a fair way. Also, some enemy AI changes. Certain skeletons will stop and throw bones at you, and a lot of enemies that normally just walk towards you will actually jump if you go above them, catching you in the air if you try to jump over them.
BotW Master Mode. Sort of. The beginning of the game is more exciting, being forced to explore alternate ways of fighting things, rather than just diving headfirst into combat. The health regen on the enemies also forced a more aggressive fighting style, which in turn made you more prone to getting hurt.
Hollow Knight Steel Soul. Yes, this is just a permadeath, but it makes the game harder in the perfect way. When I played Hollow Knight, every boss I died to at least once. I honestly sucked at the game and had to rely on being able to learn their move sets to win. Steel Soul simply removes that.
Cadence of Hyrule Permadeath Mode. This one is also a permadeath, but it also has other changes. Honestly, I didn't die much in CoH. Until I played permadeath. It max scales the world and adds quite a few mini-bosses. It forces you to really get into CoH's playstyle and learn how the enemies work.
if you think give me god of war was hard you should play metal gear solid 2 on European extreme and get the big boss rank it's real fun trust me
5:15 I was one of those masochists who beat it before NG+ was added in a future update.
All you get for beating it is a skin change for Karatos' shield🤐
I believe mirror's edge has a good harder difficulty, since in normal and easy you have this thing called runners vision which highlights some objects in red sp you know where to go, but in hard mode they remove it
give me god of war difficulty at first playthrough gave me ptsd
Highest difficulty I got on wolfenstein 2 was do or die. Duel wield all the time there's no longer any downside to doing so. And you need to deal out as much damage as possible. Machine games probably should of had vision and removed ads and made duel wielding constant while giving it a little more depth.
I don't think just making enemies have more heaöth and damage is always a bad thing. I've played both the horizon games, and have replayed them both on tge hardest difficulty, and I found that really fun. Choosing the right strategy became more important, and I had to play really good, which meant it also got really satisfying. I would either end up dead, or barely taking damage... however that kinda changes in the late game. Then I was already over-leveled enough to take some hits without dying instantly. Some enemies were still hard, but it didn’t get as tedious to kill tgem anymore either, and honestly it might be good that the game becomes easier as one goes along, cuz I would probably start to get mad after 60 hours. I don’t think it’s as tedious as gow, the enemies in horizon usually don’t go down in one hit when on equal level, and hp bars are removed in ultra hard, so you don’t see the progress in the same way. And I also think that in the first game one of the strategies, overriding machines, becomes stronger on higher difficulties. I think higher difficulty makes aloy weaker in terms of damage, and gives machines more damage, but everything has the same hp as on easier modes
I know this is a 5 month old vid that probably been forgotten but i feel like difficulty should be based on how well the player is doing.
you know if your blazing through it you get less ammo drops, less healing items, and less repair items. and harder "unique" enemy's
and if your struggling well its the opposite though on a lesser scale.
I kinda liked Halo's difficulty, it was a genuine challenge to beat reach and 4 on higher difficulties for the achievements and armor unlocks (i miss those so fucking much please just bring back unlockables based on achievements and actual challenges) it was frustrating at times but doable and fun
Only a few games can pull it off, and they’re usually designed with the difficulty shifts in mind. Like DMC
A solution I like is that the game is primarily designed around the developer difficulty. Being built and tested around the hard end that the developers would be playing at.
As someone who loves Halo, including on legendary, I refuse to do LSAO. It's pointlessly hard, and I'd rather just do something meaningful IRL.
I personally feel like Terraria did alright I’m with difficulty. Not the best, but alright.
Normal enemies are already hard on normal if you try just tanking it. You’re supposed to dodge. But you can still survive a few hits, especially with health potions, which are abundant enough to use them on normal enemies.
And when the game difficulty goes up (to expert, mastermode is kind of bad) bosses and normal enemies gain new moves instead of only increasing damage and health.
Then the challenge modes are mediumcore and hardcore.
i think one game (or rather mod) that does difficulty really well is the terraria calamity infernum mod, while still a bit bullshit at times, it adds new mechanics to all the bosses that makes them much harder, but it doesnt devolve into them having a ton of health
Persona 5 Royal's Merciless has some balancing issues that a certain boss (Okumara) easier then on Hard (Or arguable easier then well Easy)
Hitting a Weakness does 3X Damage and Crits do more damage the issue lies within that this goes both way and can be easily exploited there
Gaming is all about using the tools that the game gives you, and that includes the game itself. Since I’m almost blind, trying to play a lot of modern titles is what got me into game hacking which created an interest in cyber security. Obviously talking about off-line modes in single player games only: if DLC or micro transactions really must remain in the gaming industry then that should also include something straight from the developer, which can make the game easier or do whatever someone might want to do with it and would be willing to pay for. it blows my mind that no developer has done anything like this, but instead they would rather people hate them for other more predatory financial decisions.
I feel like the main problem with Elden Ring is that the bosses move as fast as ones in Sekiro but the player has the movement speeds that of Dark Souls
Ultrakill might have the best difficulty changes. The changes are almost strictly aimed at based,
The Evil within's akumu mode was actually a lot of fun. I died 289 times, but it was still fun
About the adaptive difficulty you should mention the Left 4 Dead series where the zombie spawns are influenced by how good you're doing this is done by the AI named by VALVe as
"The Director"
I will never understand the appeal of Adapting Difficulty. All it does is punishing you for playing good and rewarding your for playing bad.
Adaptive difficulty isn't a good fit for most games.
But what it does well is fit 'story heavy' games where gameplay is there to support the story, as the one thing it achieves by 'adapting' is letting the player continue the story more consistently.
That said I still don't really like it and generally prefer games where the gameplay isn't playing second fiddle to other aspects.
It keeps a consistent difficulty
I sorta just had this epiphany in HK after I finally beat the Radiance and her BS double damage asked myself "Was it worth it, did I feel fufilled" and the answer was... no
I felt really angry after beating her, like it pissed me off, I was shaking with so much hate from the struggle this boss put me through. I felt so fucking mad and I just felt like my time was wasted. Even wrose is that I still struggled to have fun in other games, because they had literally gotten too easy for me. Beating souls games riuned other games for me, it just hardlocked me into this I-frame centric playstyle... then one day I played KH3 Remind and said "I;'ll play Critical Mode" the nobodies in Twilight town kicked my ass for a good few hours before I said "Fuck it" and made a Proud difficulty save and.... had fun? Turns out I was actually enjoying myself, building my team and giving Donald and Goofy some wacky item combos, seeing the story play out, and yeah sure I was melting through HP bars, yeah I was literally kicking everything in the ass... but also... I was having fun while kicking everything in the rear, I actually was able to play some unique playstyles due to me being literally too good as I could basically goof off and have fun.
Turns out fun gameplay made for more fun than actual difficulty. To this day I play on normal 1st, and if the Hard Mode isn't just a "hurr hurr, number go up" and then I'll do it. I've sorta just given up on playing Souls likes for fun, and have embraced games with fun mechanics, and fun exploration. I actually now enjoy easier games because I've learned too love a game inspite of how easy it easy, because a good game is not good for its difficulty... its good because of its mechanics and how it is built
I think if they just change numbers then its better to have a slider rather then individual buttons, so the easy to normal/ normal to hard ect jump isnt too harsh!
I never go away from normal difficulty. If the game can't be beaten, I will either put it away and write an angry comment, or give myself some money with cheats. I would limit to one aspect of cheating. If it is money, I would be still restricted by the tech tree of unlocks or discoveries. Difficulties are simple multipliers to health and damage, and likely not hand-tweaked as much or at all. I feel skeptical towards an adaptive difficulty punishing me for playing too well.
There is a right and wrong way to implement the difficulty settings. I'd argue Wolfenstein 3D did it right I mean in that game harder means more enemies to kill. Same with classic Doom and Quake. Yes, there is a nightmare difficulty in Doom but it's more of a joke difficulty that is meant to silence the people who complained that Doom is too easy even on Ultra-Violence difficulty. (Though some hardcore people made a nightmare run) In Quake 1 nightmare is kinda hidden and it does the same as hard but also makes enemies harder in ways other than raising damage and HP.
The wrong way of making it hard is making enemies too damage spongy and too deadly.
if i make a normal/easy mode for my games i'd just let some enemies not spawn in those difficulties
I dont know why this is a topic the whole point is to pick a difficulty you think is for you, some people just like easy games, some people like a challenge, and some people like games that are unfair, yes they do exist so no difficulty options dont suck you just suck at picking them
Most games should have an " variable or adaptive difficulty" system. But that would require few more lines of code...
Most gamers dont need to be babied by a game, but a " Anti- Rage- mode" like that sure is nice sometimes :)
Also this would balance out some critical game designs nicely, if a boss is setup too hard for most players the game would rob him off some health and mechanics at every death a player encounters so he doesnt make a frustrated Reddit post after an hour :)
But difficulty should fell natural, enemies get smarter and gain abilities and not become bulletsponges on harder difficulties.
Most racing games have some rubberbanding that resembles a variable difficulty, but its not often seen in other genres.
I don't like video game difficulty because I never know what the entended game is. And my experience always feels incomplete or hollow when I play on a regular difficulty
yeah hard difficulties suck sometimes
I like suffering so I always pick them from the start anyway if possible
Why? I dunno.
I like playing games and increasing the difficulty with every replay
In halo you get different enemies depending on the difficulty