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In game purchases to make it easier is the wrong fucking thing to do. Giving people more difficulty options is the right thing to do. What's so wrong with having an "easy" mode for those that either don't want to play on harder difficulties or just can't enjoy the game at those difficulties.

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Some games are hard because it is their main theme. It's like a genre, an example is Volgarr the Viking.

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So someone is a shit if they don't appreciate something the way you think it should be appreciated? That kinda makes you out to be an arsehole.

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That's not what you implied previously. But subsequent comments like "these people don't deserve to exist" have confirmed that yes, you probably aren't a particularly nice person, or at the very least you are having a shitty day and are lashing out like a child.

I respect that you are of a different opinion, I just don't think things are as black and white as you make them out to be. Complaining that a difficult game is too hard is in no way an invalid opinion to have. I will say that it is not helpful to the developer at all unless they then go on to explain why it is too hard.

I think we are going to have to agree to disagree on this one though as our viewpoints are vastly different and I don't think either of us will budge on them.

Edit: I was much harsher than I intended in the opening two lines, but the comment should stand as is. I will say that I don't mean to be offensive, it's just the way you came across in your writing.

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If a significant percentage of customers don't appreciate "The developer's vision" and refund the game, it's up to the developer to market their game more clearly. Have both the store page and the trailer prominently say that it's intended to be a difficult game and that potential buyers should be prepared for that.

I just checked the game's store page and the closest thing I can find is this line hidden down below the "Read More" line:

Designed as a challenging adventure for seasoned gamers, frequent deaths are part of the Sundered experience.

This wouldn't be a strong enough message on its own, and it's not even on its own. It's immediately followed by, and softened by, this:

But taking our inspiration from our favorite rogue-like games, death in Sundered is only the beginning.

Upgrade.
When you die, you respawn in the Hub, where you level up and customize your character. Equip and upgrade a host of unique Perks, stats and special Abilities hidden throughout the world.

On top of that, "Difficult" is its 11th most popular tag out of 13.

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I fully understand that, but the moment you sell something, it's no longer yours to decide how it should or should not be played, viewed, appreciated.

Personally I don't tend to like most of these games because it's often an artificial type of difficulty. Some such as Dark Souls I can appreciate the level of skill that goes into it.

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Thanks for Skyrim

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Dark Souls is not for everyone. People look for different things in games. Some just want excitement or wish to unwind after a long day. Others want puzzles and challenge their brain. Yet an other group is looking for a challenge. The point is, different things drive people.
I have played Dark Souls 3 without playing any of the soulsgames before. The first area was hard... like really hard, I spent hours there. I got better eventually. But this harsh 'intro' phase was so long, that I imagine a lot of people just left, because they got bored or frustrated.

Difficulty is a big issue in games, and I feel like developers need a better way to figure out what the challenge level of a player is and create a more organic difficulty setting. A prompt in the beginning saying easy, medium and hard is just useless without context.
Resident Evil 4 for example removed enemies without telling you when you died too often in an area. Dark Souls 1 allows you to become a mage and shoot everyone down without a scratch. Spelunky had a great system for this as well.

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For some games that's good. I cannot imagine Dark Souls on lower difficulty, because the devs had an intended experience in mind. Some have actually argued that it should have an even more difficult setting for experienced players...
But not every game wants to be this experience. With most games the experience might not lie in overcoming in enemies, rather in the story or puzzles or aesthetics or charm or fun and wit.
My point is, overcoming enemies is not defining factor in most games, so difficulty can't really become a genre.

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Since I wouldn't describe myself as a great gamer, I usually prefer Easy or Normal mode. I'd like to be able to enjoy story and setting and due to my huge backlog I don't need to spend too much time on one title. However, I wouldn't write negative reviews just because I clearly fail at the game (game breaking bugs are something different),

I don't mind DLCs for speeding things up as long as the base game isn't made a grind to sell more DLCs. Some people have less time and if they can only enjoy it this way, let them pay. It's their money.

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I don't avoid any genre, since I'd like to try them all. On the other hand I'm getting games mostly by bundles and on sale, so I don't mind that money and wouldn't get angry if something was to difficult.
But I agree, if someone already knows that they'll dislike the game, they shouldn't buy/play it and even more don't review it negatively because of this.

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when a game is clearly advertised to be very difficult and thats what everyone talks about it and someone still gets it and says " too difficult" Thats when I just wanna punch them.

Difficulty is not a genre, how do you know upfront that the "very difficult" is easy for you, you can do it ibarely, or can't play it at all? Not wanting to punch pople because they don't agree with you also would be a good change.

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And what is a typical game? How much harder it is? Two harder more, or three difficulty higher, or I will swear 4 times more in an hour than with my previous game, that's not sure if it's typical? Also how many swearings / hours of yours is equal to my sweating while playing?
You still can't turn difficulty into numbers. Still waiting an answer on how can a random user decide that what is "Dark Souls difficulty which is harder than the typical game" and if their skills are up to that, if they don't have anything to relate to as gasp games are interactive and the experience is not universal, neither player skills.

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To be honest I don't like this topic about difficulty, because even I can't decide. People have the rights to ruin the best experience like I did with easy Bioshock that took out all the tension of the game, but at the same time if someone really needs the lowest difficulty to experience the story, it gives the more control But then I didn't write a review about Bioshock having a piss-poor atmosphere because everything was too easy(because of my choice of difficulty), while other people do... some really shouldn't write reviews besides yep, it was good / I didn't enjoy it :\
Like, in an ideal world there would be multiple difficulty levels, and reviews would record those as well to get the full picture.

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In case anyone doesnt realize, there is a hidden GA in this post. Highlight everything and then select "View Selection Source" on firefox and you will see the giveaway link near the middle paragraph.

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People have always looked for different things in games. This generation had an influx of casual gamers mainly because of the massification of smartphones and family friendly consoles, such as the Wii. That is not a bad thing because it made the industry grow. If you don't like casual games just don't play them, likewise for people that don't like challenging gaming. Luckily I can appreciate both.

One of the many problems with triple A gaming is that they try to appeal to a "large audience" and, similarly to NC13 movies, follow a diluted, safe and tested formula. You should look elsewhere for innovation and difficulty.

You should also be aware that this is the generation of perma-death roguelikes, Dark Souls, and the revival of difficult platformers... things don't look so bad :)

PS. Sundered looks really great :)

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but then again he did the most common mistake everyone that likes metroidvania does ...they compare it to Castlevania SoTN ... im really tired of those people just existing ....comparing an indie game that the credit has like what ...10 devs ?

I think that comparing a game to the greatest of the genre is always a valid option. After all, it's my time & money being spent, why should I not go for the best game possible? If an AAA game is better than an indie game, why should I play the indie game? Sounds like a waste of time to me. I don't believe we should cut indies slack just because their games were made on a budget, with fewer people. I also don't believe we should cut old games some slack because they're old.

This might sound like I don't like indies, or old games, but if you look at what games I play, you'll see that I have plenty of playtime in indies and older titles. Because I think there are those who are better than, or offer something different than their AAA counterparts.

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`
impulse 9
enter
go rush πŸ’“

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This generation complain and whine about almost anything, so it's a bit unreasonable to expect them NOT to complain about games.

My least favourite day of the year, at work anyway, is spent interviewing new candidates - the expectations and entitlement are unreal.

Barely believable.

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I agree completely. The developers are forced to make games easier and get a better ratings for their games. I am a big fan of JRPG games and people give positive ratings just because of the level of cuteness/sexiness in it. I never wanted too much of that in my games, I'd rather have a challenging one where story and gameplay is the main focus. Nowadays I am playing Tales of Berseria and astonished from how easy the game has become compared to old Tales Of games. People even complaining about Nier:Automata because in the beginning there is no save points for these kids.
Not only that I preferred Save Points at fixed location. I loved how in Prince of Persia games, the player can only save game at a fountain. Now I am pissed at the so much frequent Save indicator at the bottom of my screen.

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Not really... only people are overreacting worse than ever... Its the "mimimi"... xD

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Here we go!

Superbunnyhop's review of Sundered explains it well. The guy is incredibly professional and could be one of the best gaming journalist of these times.
I don't know much about this game, I like Metroid and Metroidvania games, but didn't find the premise quite enjoyable. That's why I didn't even buy it.
Maybe one of the most professional reviewers I know may help you understand why a lot of people didn't like the game.

On the other hand:
A lot of people of this generation complained about how Starcraft remastered was too hard. Blizzard stated that they just improved the graphic side of the game but difficulty settings remained untouched.
AAA games are usually quite easy, with difficulty spikes from time to time. Gamers are getting used to games easy but fun, while 2 decades ago they were consistently and progressively harder because programmers used to think "harder is funnier".
If a hard game gets popularized as just a fun game, then it's bound to get the negative reviews you are complaining about. If it's compared to a usually quite easy genre, it's even worse.
If a fun game gets popular for being hard, it will imply that if you don't like hard games, you should not buy the game in the first place. People will buy the game anyway and complain.

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I think many games, and their fanbase have problems conveying a message why a game is good. Let's stay at the recent Cuphead, the eternal Dark Souls and let's say, Volgarr the Viking examples, so it's easier to relate.
What most people say about these games: they are haaaaarrrrdd. Period, end of the story. Maybe that you're only a true gamer if you like and play them, you fucking casuals, you.
But look at any random person who likes to play games - some like challenge, some likes to be challenged to the absolute fucking maximum (like S ranks on highest difficulty), while many would like to have fun. Enjoy their time, or find something they enjoy doing in their time. Not to be tortured and murdered every half minute. So it's not really surprising that many of them aren't interested in these games ; maybe they try it, but get bored because all they know that it's hard and they don't progress. It's a bit shallow, but at the same time relatable. Why spend time on something with the promise that if you get past this, there'll be other assholes trying to murder me, and that's the game?
Dark Souls started this fad, with the retarded "Prepare to Die" motto. DS is not a Harrrdd Game, it's a game about a world, with deep lore, interesting architecture, creepy, fucked up enemies, and a combat system that rewards being patient, getting to know your enemies and then overcome them, because it's doable. Yet the game is just treated as the etalon of hard games - instead of trying to get people interested in it, the communication focuses on the most exclusive elements of the game (that can be overcome, if someone has the time and a goal to motivate them.
Similarly, Volgarr the Viking just muurders you. I spent I think about 3 hours to get past the first level. But after finishing it and finding the optimal ways to fight enemies, I can finish it in 3-4 minutes without losing a life. The game is not hard by any stretch of imagination. It's fully scripted to the pixel accuracy, one could make a macro that flawlessly plays it. That's not a hard game. That's a game needs to be learnt, and needs patience.
I don't have Cuphead, but based on what I've seen, it's like Volgarr on steroids.
It's stupid to bash at people who find hard games hard, because what is the difficulty? I find some precision platformers relaxing, others would pay not to play them. How should one know upfront that the game that's called hard is in their level of expertise, how much time they need to invest to learn and/or what new skills they have to develop for it?
While I like challenging games, I think the widespread appearance of Roguelikes, the glorification of Dark Souls and similar "hard" games hurt the developer-consumer dialogue, because an abstract difficulty got way too big focus, while the gameplay, style, sometimes even genre got ignored just because everyone is busy focusing on difficulty. More people are willing to spend time on a difficult game if it's compelling for them, but for it they need more information than "the hardest platformer of 2017" and such. And people should be more aware of their genre preferations, and not jumping on unliked/unknown genres just because it has a new shiny game (especially if it's a difficult one)

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Another thing that contributes to this is that we simply have fucktons of games. Why would someone spend time on something that they don't like and make them feel bad, when there's another one? Bit different than having access to a dozen or two games in my childhood.

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Btw good to have a discussion about Sundered because I'm really not sure after these if I would enjoy it or not :D Superbunnyhop's review really shown the important points of the game, and some of them doesn't really align up with what I feel fun. (Too many enemies, noticable randomgeneration, and unsure about buttonsmashing) Still will / would try if I can get in a bundle split / in BTA-ish price :)

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I love metroidvania (though keep hoarding them in favour of shorter games) so I would like to eventually play each of them - it's just good to know what should I expect from various games. I started Valdis Story A. but somehow forgot about it :\ many games end up like this, waiting to be restarted

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I mean I can get both your point and theirs
longwinded midnight tangent approaching
People play games for different reasons and with different agenda
Some play it for the achievement of completing something difficult, others for fun and story

A main example I can think of is The Evil Within. The sequel has been recently released, and they addressed a lot of issues that the first game had, namely in terms of difficulty. It put a lot of people off, and made it very difficult for people to actually enjoy and be immersed into, because they were so irritated by the mechanics

In terms of saying that this generation of gamers suck is pretty unreasonable and unfair to a lot of decent players

The games by that dev, Jotun and Sundered, are a niche category like VN's and HO games. There are people who don't like it, it's something they genuinely can't enjoy, and they can't honestly recommend it to people. My primary method of discerning whether or not I should buy a game is based almost entirely on it's negative reviews, as they are the most honest and aren't going to just gloss over issues

My reason for that is, games are always going to have issues and it's going to needle certain people and rub them the wrong way, so I want to know the worst the game is going to give me. If the issues pointed out are personal problems, are small issues, or can be easily fixed by fiddling with files or downloading a patch/community mod/etc, then I'll likely still get it

Sundered, as good as it is, does have issues (I have only played the demo, so my memory is rusty and things might have changed) but I remember the layout being rather frustrating, as well as chugging to a glitchy stop when enemies started to spawn in, and the skill tree was both expansive and expensive (less of an issue for me, but it is a rather grindy mechanic)

Many of my favourite games are ones that have mixed reviews, namely Hellenica. I made my own judgement of whether I would enjoy it based on the games trailer, previews, and of course the reviews

I've read through some of those negative reviews, and quite a few of them have fair enough points. Most of the negative reviews begin with some form of "I really wanted to like this game but" all of them tend to have the common theme of it just not being fun, and they just don't want to play it and they're honestly upset that they can't like it

Why would you recommend a game you honestly can't stand to play to another person? That's just dishonest to yourself and to them

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After playing Witcher 3 and Elex soon afterwards recently, I agree.

My explanation is, that the gaming industrie has grown insanely since 2000, and AAA game companies try to develope mainstream games, while indie devs try to fill the gap with hard games for the now "elderly gamers".
Point is, that there's kind of more young gamers, because they have more freetime obviously. That explains the mass of negative reviews for actually decent games imo.

In the end, I don't care too much, as long as there's developers like Piranha Bytes or Grinding Gear Games who make games for "making games" and not (just) making money, who make their games like they want (hard), not like people want to play them (easy/casual).

Other huge point that I don't want to discuss now; "there's too many multiplayer games, compared to singleplayer (OFFLINE!!) games.

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People really thought Wonder Boy 3 remaster is too hard ?

The thing for which I hate all gamer (and not only this generation) is that to be a "good" gamer you have to be the best. I think it's totally wrong. A "good" gamer is someone interested in video game, and have a large culture about it. They'll play many things, for countless hours, and never be afraid to try something they just heard of, instead of browsing only the first page of a store.
Yeah I suck a Dark Souls, yeah I didn't finished Cuphead so far. Well, I'm still considering myself a "good" gamer.

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you're right, Sundered is a great game. i loved it. but you're also wrong about a few things. the negative reviews don't all complain about difficulty. the game has some serious issues. as i said, i love it - but it could have been so much better. and the horde system is not for everyone. not only because of the difficulty spikes it produces. some people simply don't like the idea of hordes like in Sundered. also, the difficulty in Sundered is not very well balanced. while it is relatively hard in the first few hours, you are almost unbeatable later on (except for the bosses). it's not a perfect game. people also complained about other things, like the partially random level generation (which is not that well implemented). i wrote a review for Sundered. if you are interested in my thoughts about it, please read it and tell me what you think.

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As Jimmy Jim Sterling really well said - if you are 'offering' a way to skip your games gameplay for real life money ( microtransactions,lootboxes etc to 'save players time' ) that means your gameplay is shit and why the fuck do you make games then if they are shit noone will want to play themselves. ?

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I agree with the OP, this is a topic I feel very strongly about. Games should be challenging to be memorable.Take Rick Dangerous for instance. I haven't played it in years, but I can close my eyes and visualize every single area of the first level, and most of the second. Wonderboy in Monsterland, I can navigate the final labyrinth years after the last time I played, it's imprinted into my subconscious. Let's take a modern game, one that is even considered "difficult". Giana Sisters Twisted Dreams. I can't remember a single area. I loved almost everything about this game but... it had unlimited lives, so there were no stakes. I always knew if I failed, I'll just keep trying until I pass to the next area. The game became a chore, and soon enough I lost interest.

How do most games of today compensate for unlimited lives and an overabundance of checkpoints? They are made massive.... and hence massively repetitive. Massive, forgettable experiences. I understand the developers. I have a few projects in development and I struggle with the balance between what I would like and what is acceptable on the issue of difficulty. Players have been pampered. I've read articles by "specialists" and "advisors" in the field that claim "you never make the player feel bad", "you never anger the player", "people play games to feel like winners". I even remember a debate in which some players were claiming that since they bought the game they are entitled to all the content, so the developer shouldn't allow them to lose.

The sense of achievement comes from advancing a little further in the game, not by those ridiculous, artificial achievements that we are expected to incorporate into our creations today. It comes from the feeling of mastery. Jim Power was one of my favs on the amiga, I never knew before the internet, that people thought it was insanely difficult, I could finish it without losing a life back in the day. But it took effort, and for all the frustrations it might have caused me in the process, I loved the game to death. Of course, I played the first level so many times, I can still remember every area, every enemy, trap and power up. When I fire it up on an emulator these days, I'm greeted by a familiar world that I have revisited so many times. I am not making a case here for developers that would just make the game ridiculously hard (Shadow of the Beast I & II) of course.

Anyways, it saddens me that so many games that could have been great, end up being repetitive forgettable experiences in an effort not to anger a spoiled player base. There have been a few shiny exceptions, especially in the recent years. Double Dragon Neon got it exactly right imho; difficult enough when you start, very easy when you master it and not too long to overstay its welcome.

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Games should be challenging to be memorable.Take Rick Dangerous for instance

Dune would be a nice counter example. Not completely trivial, but definitely not hard. Awesome storyline and soundtrack, good graphics for the time, so many memories and not a moment of frustration. Even with those long flights in the desert looking for random sietches ^^

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I never played the non RTS original, but if you are talking about Dune 2, I thought it had fairly balanced difficulty and duration, I never felt it was overly easy to make me feel good about myself or long and repetitive to the point of being mundane.

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Dune period, the one and only ^^
I played 2 a bit but was pretty disappointed it wasn't in the spirit of the original. Still it was decent indeed, I hear it was a pioneer in the RTS genre.

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when I think about how they'd react to a "difficult" game I just feel for the developers that worked very hard on making something and then see people take a giant shit on it

Easy fix: just provide console commands or some other kind of cheat codes like all decent games used to do πŸ‘€
This generation of gamers isn't what it used to be, but so is this generation of game devs... πŸ‘½

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Tampering with games is actually a lot harder nowadays than it used to be.

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I'm a programmer specialized in decryption

You're not exactly the average user then... Back then, all it took was some hexadecimal editor and converting between decimal and hexadecimal, or indeed just searching the value with Cheat Engine, but once and for all. Now the values keep moving around or something and most of the times either they're protected or I just can't find them. I understood CE has some ways to deal with that, but the tutorials I found on those advanced features are utter rubbish.

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Why should they resort to using a third-party program, which could potentially cause issues or lead to them getting banned if the game is using some kind of anti-cheat protection, when the console commands are likely already there for internal testing?

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Yup, this too. Third-party programs are sadly often not a safe option, even though I agree with FIRExKEEPER that they're more fun ^^

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I agree that it can be fun in a single player game, but even some single player games are protected by VAC, and the list of VAC protected games keeps growing, and is hard to keep up with. It's not like there's a big warning on the game's page saying that it's protected by VAC. With such a huge negative stigma, it's a large potential risk to use a third-party program to cheat in a game.

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A lot of great discussion here, when I saw the thread title I was sure this was going to be a train wreck, ha. Though it might sound clichΓ© to add this, you have to keep in mind the relatively new ease of mass communication whenever making a "This Generation" comparison. None of these complaints are new, you're just seeing them more easily now.

There's a few retro game series I watch that have mention plenty of NES era titles that had the same complaints both now and at the time they were released. Some of these complaints were warranted for games like Silver Surfer and some of them weren't. Heck I remember reading a retro thread calling Fester's Quest ball bustingly hard and I'm just sitting here scratching my head. My mom and I both beat that when I was kid...Point is, difficulty complaints always have and always will exist simply due to the nature of gaming, if you can fail a game someone will and someone will complain about it.

It does suck to see good games review bombed over difficulty however and it's absolutely disgusting to see the micro transaction/pay 2 win trends of the last year or so that are directly tied difficulty. The market has expanded and changed so much since the NES/coin arcade days it's hard to fathom at times. Is the influx of gamers with expendable cash and limited patience balanced out by the those that refuse to open their wallets for loot boxes and write negative reviews based on difficulty? Despite the industries pandering to the former I'd say yes. Games like Dark Souls are still successful in spite of any upswing in casual players.

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This generation sucks coz people are happy for dlc/season pass ... I just read reaction for xenoblade 2's dlcs annoucement and people enjoys like for Zelda ... And now some are agree to pay for a mod (thank you Bethesda ) .
It's my passion but now i don't know ... time to live like a hermit i guess ...

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