So i've been playing Victor Vran a lot lately and what a genuinely good game it is. You have main protagonist voiced by same voice actor who did voice for Geralt of Rivia,Stanley's parable narrator voicing main antagonist ,game runs/looks/plays very well. Having great time with it .

To the point - I love myself a hard game ( I'm Souls junky what can i say :3 ) and obviously i;m playing VV on hard mode as well ( Now this might sound like i'm criticizing this game in particular but i am really not,just using it as an example since my experiences with it are fresh and current. ) And damn it's hard mode is shit. This is not how you do a hard mode. And great deal of games are guilty of this - just bumping stats of enemies . They do not act smarter,they do not act in any new or unpredictable ways .. they just hit harder and have more health. This is so cheapest and most uninspired way of making your game 'hard'. It's not hard ..it's just frustrating. Hard games are not supposed to be frustrating. They should produce double the engagement and triple the fun from player since you are put to your limits as a player.

You are not really getting better by playing hard modes like these. You just waste more time grinding levels/items or just plainly abusing checkpoints and/or hoping to get lucky.

To be perfectly fair Souls are guilty of this as well. Most of new game+ "difficulty" just comes from stat boost but i guess it being hard ( not conventionally hard at least imho ) kinda gets away with it more easily.

Anyway,thanks for reading if you did it at all and here's a little ( probably easy ) game .

7 years ago*

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Want hard game? Play the attack on titan fan made game (browser game, requires unity player).
For a free game its better and harder than the actual real game on steam despite the graphics.

Edit: I played both. The game which is supposed to be worth 60$ isn't worth a thing. All enemies act the same on any/all stages despite difficulty. On the otherhand, the free game is a lot better and harder modes changes how enemies react (which is what you ask for) and not basically repeat the same thing.

7 years ago*
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The very definition of something being hard is that mistakes are more severely punished and that's basically what every game does. I've seen these very same complaints about difficulty levels over and over but I can't recall ever reading a resonable alternative or even someone giving an example of where it's implemented in a good way.

7 years ago
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an example of where it's implemented in a good way.

Good hard mode/game is there you dont boost stats of enemies but introduce new patterns,formations,types of behaviour etc etc . to force player to adapt new strategies and look for new solutions. Learn and finally overcome the obstacles. Not just hit enemy 10 times more.

7 years ago
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This would in turn mean that in the not so hard modes the games would behave in a overly simplistic way with regard to NPC behavior etc. I'm pretty sure the majority of people buying games and not playing on the highest difficulty would have objections to this.

Stat boosts are easy to implement even to the degree that they are worth it for the relatively few people that are actually pursuing playing on the highest difficulty settings.

7 years ago
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Yep.
At most what you could do was speed up their reaction times and close opening windows, but making a lower tier AI with less actions for anyone not playing it on hard is idiotic (as in having a "second rate" experience for anyone playing it on Normal difficulty) .

7 years ago*
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"but making a lower tier AI with less actions for anyone not playing it on hard is idiotic."

That really all depends on what the lower tier is tuned to though.
It's not a problem if "Normal" mode still throws out enough to keep the average player challenged, even if harder modes give you more chances of making mistakes.

Good examples (outside of the already cited DmC: Devil May Cry and other entries in that franchise) are:

  • Super Meat Boy -> where the Dark World versions of the levels count as the hard mode

  • Most decent/good shmups put up a good fight anyway, but if they have a difficulty selection expect higher difficulties to throw in adjusted enemy placements, enemies spitting out extra bullets when killed, adding aimed shots in sections where you also have to dodge fixed bullet patterns, bosses that become immune to and/or have revenge attacks for your super-bombs and things like that.

  • Unreal Tournament 99 and 2004's bots being better at switching between defense and offense in team modes, as well as becoming better at finding/reaching the more hidden areas of a map (assuming the map is properly built with AI hints), in addition to just becoming better shots.

  • The more modern YS games tend to withhold some of the nastier boss attacks on normal difficulty as well, but they're not too easy unless you switch to easy mode.

7 years ago*
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Killing Floor 2, while also using the "bigger difficulty, more enemies with more health and damage" tactic, they also give enemies new attacks on higher difficulties (like, there's Husk that has weapon that shoots fireballs, on higher difficulties he can also use it as flamethrower and when seriously damaged he likes to turn into a suicide bomber).

7 years ago
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I'm pretty sure the majority of people buying games and not playing on the highest difficulty would have objections to this.

Why should they? They pick easy mode because that's what they want, dumb enemies to kill. They want smarter enemies, just pick normal, or hard.

Only difference between easy and hard should be that on easy enemies run at you, while on hard the hide behind boxes, but one way or another, just put a bullet in their head and they are dead. No bullet sponges on hard, no pretty-much-god-mode on easy.

And then, you can make "custom" game mode, where you can play around with all HP/accuracy/whatever sliders...

7 years ago
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The same reason people playing on "hard" complains games isn't hard the right way.

7 years ago
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Well, if you're telling me I have to shoot you 10 times in a head with AK47 to kill you, then yes, games are making hard the right way.

Because that's the difference between Easy and Hard in games this days - how many bullets enemies can eat before they get lead poisoning.

That's one of the reasons why I stop playing "medieval themed" games on Hard - it's just too funny to see people running around with arrows in eyes (Skyrim and its infamous "Must have been a wind").

7 years ago
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Well then, since you claim to know what people not playing on highest difficulty want I really have no further arguments and I'm not trying to argue your points about the sometimes silly consequences of implementing a difficulty scale in a lazy manner.

7 years ago
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I really hoped you'll explain why people can't change the difficulty setting from "dumb AI" to "smart AI" whenever they wish :(

Oh well, have a good day/evening.

7 years ago
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Just linking my answer that I gave to a similar question to Fyantastic: linky
For example Terraria got it's expert mode later, by enhancing the normal mode. Not having everything (ie best AI) in normal / easy mode doesn't make the game less, just different. It can still be done to be enjoyable, but as you said, easier to throw in a few multiplier.

7 years ago
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DmC: Devil May Cry did a great job of implementing harder difficulties. There are 4 or 5 more difficulty levels to unlock after your first playthrough and each is different enough to keep it interesting.
The first few change the combination of enemies as well as buffing them slightly. You get to keep unlocked abilities but you will need to come up with new attack strategies and learn to defend better.
The second to last difficulty is not hard but more like fun blitz mode. Everything can die in 1 hit, but you have to be quick and agile because you can die quickly as well.
The highest difficultyputs all the enemies are all back to standard strenght and patterns, but you can die quickly. This pretty much requires you to use everything you have learned from previous difficulties to survive

7 years ago
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That actually sounds like they put a lot of effort and thought to that. The part of combining experience from different difficulties to even have a chance at final one is slick :3

7 years ago
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Actually people generally refer to the "final two difficulties" as joke modes (in one you die in one hit but so does everything else- you have a gun and auto lock on, btw- while the other one is the one Azatoth described). The difficulty that everyone agree on is the hardest is the one before them where enemies hit like trucks (so you die in 2-3 hits anyway) but their aggression and attack complexity are increased so much that dodging them and fighting back truly tests you to the limits.
(Side node: I recommend checking out Devil May Cry 3 and 4 over DmC. :D )

7 years ago
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Now, THAT is how you do difficulty modes.

7 years ago
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The second to last difficulty is not hard but more like fun blitz mode. Everything can die in 1 hit, but you have to be quick and agile because you can die quickly as well.

This is how I played Dust: The Elysian Tail, and it feels so good to basically outplaying enemies and destorying them instead of a slow struggle to kill. But just the options, the variety you said... really, really well done :)

7 years ago
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That's actually how all the Devil May Cry games have been (though they added the "die in 1 hit" modes at 4 if I'm not mistaking).

7 years ago
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an example of where it's implemented in a good way.

Wasn't Halo 1 praised a lot for how well the AI worked for its time based on difficulty? I remember that on higher ones they tried to use flanking and cover in an obviously non-scripted form, as they sometimes failed so speactacularly, it was funny. (Other times, their tactics were pretty damn sound.)

Also, Quake III, Unreal Tournament '99 and 2004. Until the last one or two difficulty settings, bots were trying to adjust their reaction time and accuracy in a way that provided more and more challenge, instead of the last difficulty, which was constantly reading map variables and player data. (Although I recall something about someone decompiling the AI for Xan in the last stage of UT '99 story mode and discovering that it was cheating like fuck there. Or was that the last stage of Q3A, against that space monk?)

7 years ago
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I have no problem believing Xan was a cheater. I have no found memories of trying to beat that sob even on average settings :D

7 years ago
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He was annoying, yes, but learning to play better allowed me to best him. Mission accomplished?

7 years ago
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I don't know. What's the mission in this case? Was it accomplished? All I know is that I kept playing and enjoying the game for a long time after beating him.

7 years ago
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Do either of those games actually have something you could call a 'story mode'? :o

7 years ago
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Just a solo "campagin" where you go through the maps and opponents in a series.

7 years ago
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UT2k4 kinda-sorta has one, although it is mostly set up as an actual game season and you, as team captain, only focusing on matches.
UT3 and Unreal Championship 1-2 did have proper story mode though.

7 years ago
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I thought we were talking about the good games :D

I stopped Unreal Championship after like five to ten minutes. It ran at maybe 20 FPS. Human dignity, man.

7 years ago
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Q3A Xaero cheating? I wouldn't be surprised.... I played most of the game against bots and basically on any map difficulty 1-3%5 was nicely sclaing, 4/5 difficulty was tough as fuck. 5/5 was just straight-up murderfest :D

7 years ago
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This took a while to write so I do hope it helps clear up why people complain about difficulty so much, and the opportunities that are missed when games just do stat changes as difficulty. I probably used too much bold here but emphasis felt important.

The original Doom games had more enemies and more of the harder enemies on higher difficulties, sometimes placed in more tricky locations as well. Enemy health and damage did not change with difficulty level. But difficulty level made a huge difference, so much that one of my most memorable moments ever playing the first Doom was in the change in enemies between a lower difficulty and the highest (non-joke) difficulty, Ultra Violence.

On lower settings in a certain level there were pink demons that would burst out of the walls when you had to backtrack near the end of the level. On Ultra Violence suddenly instead of the demons from lower difficulties (mid level enemies which can't shoot at you) instead, there were Barons of Hell--the final boss enemies from the first episode of the game. And they were pouring out of the walls and surrounding you and this area which wasn't that threatening nor a surprise anymore was this huge surprise which promptly mauled me to death. And was memorable enough that I still recall it more than a decade later.

  • Point: Changing enemy encounters and placement between difficulties can make for a memorable experience, and is so much more interesting than just changing some variable for more enemy damage/more enemy health.

Perfect Dark is another example of good difficulty. On lower difficulties fewer objectives need to be completed and entire parts of some levels are even blocked off. On hard difficulty the whole level is available, all the objectives have to be done, and enemies are more accurate if I remember right. But one of the genius things about the difficulty in that game is the levels could be confusing for a first time player, so restricting some areas in lower difficulties helps to keep newbies from getting lost. The fact that higher difficulties make you do more objectives also means that part of the challenge comes from doing new things. That's difficulty done smartly, interestingly, and non-lazily.

  • Point: Difficulty levels can tone down game mechanics and help keep people from getting lost in lower difficulties, while opening things up and giving more freedom on higher difficulties.

Binding of Isaac is hard in the first place, but it starts out with some enemies and many items locked. This helps newbies because there's less enemy types and items to have to learn their behavior at first. As more enemies (and harder enemies) unlock, more items also unlock, giving more variety, options, and possible strategies to go with the increasing difficulty.

Isaac also has a separate difficulty setting, eternal mode. Enemies and even bosses can show up in much harder versions with yes, more health, but also more aggressive and sometimes even with additional behavior. Some enemies will shoot a lot more or with more difficult patterns. Some will leave a damaging area on the floor when that enemy never used to. Some will move a lot faster. You have to behave differently in order to survive this, not just play with better reflexes.

Strategy changes because of damaging areas, or individual enemies in a room which are more aggressive than the others. Do you take out what's trying to kill you so hard first, or is it better to get rid of the lesser threats so they aren't distracting you? Which way do you think you're less likely to take damage in this particular room? These are distinct decisions that don't happen so dramatically if you aren't playing eternal mode. It's a difficulty that makes you think differently and prioritize differently.

Besides all that, each of the more aggressive "eternal" enemies has a chance to drop something that can increase your health. Every time you fight one of these harder enemies, there's a chance of you being rewarded with a health up. Eternal bosses always drop that. So there's direct reward that can happen for overcoming these higher challenges.

Isaac also has a universal cap on the maximum damage you can take from one hit (one heart) no matter what the difficulty setting is. The real difficulty comes from having to be more deft and play smarter to avoid taking damage, NOT from getting punished more for taking damage.

  • Point: Difficulty is better when it diversifies a game by requiring new strategy or adapting to new gameplay, rather than just monotonizes things by making the exact same enemies with the exact same behavior take longer to defeat. That's uninspired, blandly done difficulty. And if it makes a game on higher difficulties feel frustrating or like grinding, rather than more fun or more engaging than lower difficulties, I'd say that game potentially fails difficulty.

The very definition of something being hard is that mistakes are more severely punished

If you google "hard" the definition is "requiring a great deal of endurance or effort."

I'm not saying that to be snarky, but because being more severely punished is literally not the definition of hard. It's an example of a particular kind of hard. It's necessary to know that in order to really talk about difficulty in games.

Let's look at the definition of difficulty too.

a thing that is hard to accomplish, deal with, or understand

How something is difficult is not universal. There are many ways that something can be difficult. More enemy health and damage is just one particular way. Which is over represented in videogames. And usually far less interesting and memorable than more creative ways of handling difficulty, especially when that's the only thing a game does to make itself harder.

7 years ago
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I'm not sure why you though it needed an explanation in the first place but you get an A+ for effort non the less. Everything you said is true but also by no means some kind of revolutionary discovery. It's decently well known to people playing games in general. I agree stuff can be done in a better way, as always, it's just very easy, to me, to understand why they're not and some of the suggestions even sounds detrimental to the majority of the player base.

Also I agree on your semantics point. I usually tend to be more careful with what I write to avoid these kind of discussions over semantics, but as you seem to agree that what I wrote can be used to describe something being hard(er) in a game we mostly seem to be in agreement.

I find it kind of funny though when people use terms like "the real difficulty", speaking of semantics that is :P

7 years ago
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I had this feeling playing Wolfenstein: The New Order

Started already in the Über difficulty [Hardest], and it didn't feel like a challenge or problematic, even on the so called "boss battles".

But, there's a catch: If you got all the Enigma codes, there's 4 new gamemodes:

999 mode: life starts on 999 but slowly falls to 100. Infinite ammo and granades. Piece of cake, even with the Über difficulty.
Walk in the park mode: No HUD, I am Death Incarnate! difficulty. A little more challenging, but still not that much.
HARDCORE: Über difficulty, no health or armor pickup. That's more like it, if you are a masochist like me.
IRONMAN: Über difficulty, only one life. You die, it's over. You quit the game, it's over. No checkpoints. I didn't dare to try this.

7 years ago
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Or Ironman Deluxe: Ironman with a controller that registers as a mouse so it doesn't have console assist on. :D

7 years ago
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Man, that's just... I can't even

7 years ago
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999 mode: life starts on 999 but slowly falls to 100. Infinite ammo and granades.

Infinite ammo and granades.

Infinite granades is like the call for a fun game mode xD

7 years ago
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Damn, it was grenades
In portuguese it's granada, I fuck'd up

7 years ago
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pfft, I didn't even notice the typo to the point of just copying it :D

7 years ago
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I thought it was a grammar nazi shaming kind of thing.

But yeah, it's a nice way to play snooker with enemies

7 years ago
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Sorry for giving that impression :) I like writing correctly, but eh, mistakes happen. They can be corrected and learned from :)
But back to games - if I could have, I would have played FEAR 2 with only granades, they were powerful and had such great trajectory - you could really aim with them and do trickshot-y things ^^

7 years ago
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Reminds me of all the oldschool RTS which gave the AI just more resources and shorter build times, so that they could spam you into oblivion. That's what I'd call a cheap way to 'raise' difficulty :>.

7 years ago
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I didn't know about voice acting, it's a good incentive... However, the game looks very repetitive. I played it in normal and it was normal. Som bosses were hard and all that. Most of the time, the "hard" part was when you were surrounded by enemies, not because they were better than you.

7 years ago
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I was going to harp on about how Dark Souls 1 isn't a good example but what I will say is a game being 'hard' is subjective but more or less should have a reasonable way to get through an obstacle. Telling someone to "get good" isn't a reasonable solution because "getting good" isn't a flick-of-the-switch decision and with most games that claim to be hard, spending hours and hours trying to get good at the game isn't a practical plan. Most 'hard' games don't give you a situation with several ways to accomplish it and constant opportunities to do so. It's always a "you're either able to do it or not, no alternatives". Games with stats are guilty of this because a hard mode is always artificial - the odds are objectively stacked against you because stats aren't skill-based, they're a fixed factor. This is a big reason why RPGs(a genre that heavily depends on stats) can almost always sometimes be too difficult and not fun to play. BG1&2 in a nutshell, even levelling up once in 1 can boost your party by a lot just because of the boosted stats from a single level up and the hard modes in BG1/2 are bullshit. There's even a joke about how the rats in the hardest difficulty in 1's tutorial can end your game but not kill you, meaning your game essentially freezes up. The rest of the game is just a save scum contest, as ironic as that is because people shame save scumming.

Souls is less hard if you know how to exploit enemies and attack patterns, but the exploiting either requires you to learn it through all of the dying(aka you won't learn because you keep on dying) or just be told it / look it up. I had too look up how to exploit Four Kings, as well as Seath, and then there's the fact that you can parry Gwyn to death and it's very easy compared to parrying most other enemies. You can essentially lock Seath into a useless state by triggering his close-range crystals attack... Over and over. Four Kings is just a damage race and fighting them at range is just not a thing you can reasonably without the skill to do it. Perfect examples of Dark Souls exploiting.

7 years ago*
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Souls games are far from perfect ( any game is ) but what i really appreciate is how they approached difficulty. They never seem to be hard just to be hard,souls difficulty seems to be result of the game's design not the reason behind it. You succeed in souls then you as a player get better not then you take sharper sword. You need to get sharper .

7 years ago
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A lot of Souls is still about levelling up and upgrading your equipment. While there are people that do unupgraded runs, SL 1(pyromancer) runs, or even naked runs, they aren't the standard of the game. Realistically, a lot of the enemies in the game are just too difficult if you have too low HP(being 1hko'd by some enemies if you have lower HP, and bosses indefinitely, Manus has a 1HKO combo for people with around 1,000~ HP) or do too low damage. Example, try playing the game with just an unupgraded longsword. It's a good weapon... When it's upgraded. Also, the gravelord covenant is just a badly designed covenant since it's essentially just there to add stat-boosted overpowered enemies to other worlds and don't go away for a while.

Even SL1 runs involve heavily upgrading items because it's just straight up too hard if you're not skilled enough. Pretty sure there are people who try to play the game without being hit and only dodging, and that's pretty much impossible.

7 years ago
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True but it never feels ( and never is as much as i have experience with series ) your sword who gets better alone :) Yes equipment does play part here and there. Hiding behind shield is a good strategy and having good shield will help you a lot but once you get out it's cover you need to know what you are going to do and then to swing that upgraded sword because if you wont....

View attached image.
7 years ago
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And knowing what's coming, like many Megaman games where even if you are good at the game you have to know what's coming to win.

A good game should give you the tools to survive anything the first time through, if you act correctly. Not have to use information you don't have...

7 years ago
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I found the battles in the Souls games enjoyable even so.
Never seen a system in a game where you can't exploit attack patterns of enemies, it would have to be pretty much perfect, and most games just use the "damage race" method for fights, which is much worse.

And you don't have to die hundreds of times, you just do because you make mistakes and learn hard. :P

7 years ago
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The battles are enjoyable, unless you're being steamrolled. For most of the bosses, I can't even fight them without exploitation because they're just that difficult otherwise. Four Kings, Seath, O&S to a certain degree but I was able to solo the battle pretty easily with my tanky character. Seath is an exception because his attacks just don't really allow for non-exploitation unless you go to his back/side. His breath attacks are just too damaging to tank through and you can't iframe through them.

Exploitation just feels dirty, that's all. I fought Manus as a Sorcerer without exploiting him and, you know what, it was the best battle in the game but unfortunately he's still just a steamrolling machine. His 5-hit combo is horrifyingly strong and can 1HKO, his AOE magic attack is just confusing and too powerful imo, and his mobility is insane as he can essentially attack in all directions regardless of where you are. Decent fight, similar to Artorias albeit Artorias was too easy for me, but it wasn't amazingly fun. The fun came from actually winning the fight, not the fight itself. That's not good.

7 years ago
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I know what you mean. I had a blast with some of the boss battles, but struggled with some as well. Weirdly, not the same ones you had problems with, except Seath =). Also, Four Kings gets more awful in each NG+ if your character's not tanky, to the point where it's absurd.

I guess it's because people adopt different playstyles that the game is so difficult to adjust in a way that lets everyone have fun while being challenged at the same time.

7 years ago
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i remember there was a game Blade of darkness - there was no difficulty settings at all, but you managed to get ranks for how often you save the game - like if you save often its a easy mode and if you not saving - hardcore (there was a lot of traps that can insta kill your character)
it feels like you determinatig how hard game suposed to be

7 years ago
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This is quite interesting topic. I often think about it nowadays. I always played games on normal, but nowadays, I play more and more games on hard. It's because a lot of games have cool features which one never use on normal difficulty because they simply don't need it. Or in worse case, one will start to be overpowered and the game will start to be boring. Not just one doesn't need to use some advanced features, but they even don't need to use basic stuff such as skills or the best possible equip.

There is not a problem if one can change the difficulty during the game play, but it is worse if one is playing a game where you cannot change it during playing and even worse if the game has only 1 difficulty.

7 years ago
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It's because a lot of games have cool features which one never use on normal difficulty because they simply don't need it.

This is really why i played Witcher 3 on Deathmarch. Playing on normal you dont even really need alchemy and your signs. Hard is quite okay but you will only occasionally be using all of them in tandem. Deathmatch is there you will truly get a experience of fighting monsters with all you have in you.

7 years ago
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LOL I have the same experience with this very game. I just went from normal to hard, but next time I will try the last one. Unfortunately, the hard difficulty was hard just to level cca 12, then I was too strong again until the DLC Hearts of Stone. It is not balanced so much.

Even worse balance is in my beloved Divinity: Original Sin. The first battle on hard difficulty is so hard that I died many times until I won. Next few levels was still quite hard but not so much and on higher levels I was hardly able to see any difference. But I enjoyed it anyway. I did it mainly because of an achievement. I beat it also with just two characters in party. It was not too hard.

7 years ago
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  • Rogue Legacy's Game+ - Bullet Inferno

  • All the bandages on Super Meat Boy. That's a nice challenge.

  • VVVVVV 1 life mode, all trinkets. That's hard. Don't know if there's a human being capable of doing it.

  • Desktop Dungeons - The difficulty in the last levels is insane.

I think that the best "hard mode" is the one that you can create. Games that let you push your own limits through mechanics and fun gameplay. Now I don't have the time to master my games, I'm OK with a single run. But I don't find the gameplay in general that compelling either. (except the ones that I listed, that games hooked me up for hundred of hours)

The way you describe is indeed, the cheapest.

7 years ago
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VVVVVV 1 life mode, all trinkets. That's hard. Don't know if there's a human being capable of doing it.

One of a trinkets is from a puzzle which you need to skip a checkpoint then let yourself die and respawn in order to solve. The only way you can get all trinkets in one life is if the game adjusts that puzzle when in 1-life mode.

7 years ago
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If you choose 1 life mode (No Death), the puzzle is not activated. The game doesn't have checkpoints either.

https://www.youtube.com/watch?v=apwA8UQ_xeE

7 years ago
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Myself, I prefer nice and easy games over the hardcore ones. The worst thing about difficult games is that most of them rely on blind jumps, precise timing and cheap deaths. I call bullshit on that, heheh.

By the way, I can recall one game that handled its hardmode really well - Deadlings. They just added some more spikes and saws into the levels, making them much more tricky to pass, but if you died, it was because you made a mistake, not because the game wanted you to die.

7 years ago
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This is something that's bothered me for a while about "hard" games. It becomes less about genuine challenge and more about repetition and memorization. That's particularly bad when they're unforgiving with the save points. It sucks to have to memorize 3 minutes of a level and execute it perfectly to be able to beat it, it's downright infuriating when it's more like 20 minutes. That said, there are a few difficult games that I found to be fantastic and fun even when the grind was somewhat present. I think it's an interesting and difficult balance to strike in game design.

7 years ago
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I think games like Forza Horizon 3, Darkest Dungeon, and Sniper Elite 3 exemplify what is best way to handle difficulty settings because each of these games lets you customize how difficult you want certain aspects of the game to be. For example in Sniper Elite you can choose how advanced you want the AI to be separately for how complicated the ballistics are, as well as how much information the game gives you with the HUD and whatnot, so you can make the game hard in the way you want it to be.

7 years ago
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That does sound good. I wonder how much more coding it requires from the devs?

7 years ago
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I'm not a big fan of grind, so I usually avoid "hard mode" in games to avoid that grinding. The exception to that is FPS games, where it usually just tweaks bot accuracy, AI , and damage. The kinds of things I like to see added to increase difficulty include:

  • Better AI
  • New enemies
  • Lees information for the player
  • Increased details for the player to worry about (e.g. now you have to worry about "cold" in your survival game)
  • Reduced recovery for the player
  • Additional game knowledge required (my personal favorite)

That last one is probably the most rare, but it is also the most rewarding. Beating a game because of your skill and game knowledge is highly rewarding.

7 years ago
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What do you mean by additional game knowledge required?

7 years ago
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Knowing game mechanics perfectly from playing on lower difficulty, for example

7 years ago
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I don't look for challenge in games so I never play hard mode anything.

7 years ago
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You can try out Alien:Isolation on nightmare mode if you want. I'd highly reccomend it. Ammo and crafting items are limited (there is just enough but you need to be really looking around sometimes) to the point where if you aren't using stealth and avoiding most conflicts then you most likely wont win the game. Your hud is gone so you need to guess your health bar and ammo (though your menu tells you the latter). The ever present alien AI spends the entire game literally dry humping you, seriously the bugger is always hanging around. If he buggers off into a vent then you can probably expect him to come back almost instantly. And the best part? Your saving grace, the motion tracker, is broken. Distorted, fuzzy and non-accurate readings punctuated with frequent error warnings that cover the sensor readout. Oh and turn your gamma down to basically zero. Way more challenging when you can't see to save your life (literally).

7 years ago
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There are also some games where 'hard' mode means enemies using map hacks (they know where you are) and you not having much info yourself. Especially frustrating in rts games

7 years ago
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What games, in your opinion, have a really good "hard mode?" :)

7 years ago
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Half Life 1's hard difficulty even changed enemy behaviour, like Vortigaunts use their laser every 3 second instead of 4, or something like that. I was so happy when I've seen that, too many game just cranks up damage dealt to and decreases damage output / buffs enemy HP.
edit:
For example Terraria's expect mode gives a massive damage and hp buff to everything, but doubles rare loot drop. You have access to expert-mode only items, and as far as I know every boss has a different normal, and expert mode AI. It's a more challenging and deadly, but balanced experience - easier to kill, but to get killed as well :)

7 years ago
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Really tricky question to which i;m not certain i have conclusive answer tbh.

I'm not minding hard modes on Shadowrun games for example but i never played them on normal so i'm not sure what is different from difficulty to difficulty. I can name many games who messed their hard modes though :D

7 years ago
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And damn it's hard mode is shit. This is not how you do a hard mode. And great deal of games are guilty of this - just bumping stats of enemies

I so, so so agree on this. Victor Vran's combat is a beautiful choreographed dance of death where weapon attacks have massive synergies that you need to use together - and then hardmode just sends 4 champions at you at the same time with lasers, meteors, shockwave and an invulnerable mist along with the 2 dozen other, smaller enemies that takes 2-3 hits to kill and do way too much damage.
Hard mode bumped up maybe spawns, but generally what it did is making enemies so much harder to kill, while you taking more damage. And it really went into the extremes, new enemies oneshotting me, or literally throwing so much shit at me that the game lags unplayeably (not a really strong laptop, but I can handle bigger fights well. But the giant spiders dozens of eggs hatching, spawning fancy champions that tanked my FPS to 10 and below - that was just cheap) - also "don't take damage" challenges where enemies have a chance to be champions who turn into a damage-decreasing, mildly damaging cloud that's practically invulnerable. Instant fail.
I love hard games if they are consistent or need skill to play them properly (Dust the Elysian Tail is pretty easy, yet it's so much fun to play glasscannon full offense on hardest and melting everything, while everything kills you in 2 hits anyways :D) but Victor Vran is one of the best examples of games with tagged on hardmode.
Oh, also Shank - screw Shank's hard mode. No checkpoints, random hp drops, somewhat inconsistent enemy spawns and movements and super-punishing high-damaging, stunlocking enemies. I really loved it's combat but at half-time in a hard campaign it just became pointless. So much unfair struggle.
+ fuck bulletsponge hardmodes. (Like how Bethesda loves to do, but Spec Ops on hard was such a terrible experience that I still didn't finish it.)

7 years ago
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Apparently Resident Evil 7 does hard mode really well as featured here

7 years ago
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The perfect hard mode should provide more of a mental challenge and faster reflexes, not just increasing the HP pool and decreasing your character's HP. Things like smarter enemy AI work well. That's why the Souls games are brilliant; they're designed with the 'hard mode' baked into the formula.
The worst hard mode I've experienced is Arcanum, where it simply increases the amount of XP required to level up. That's the only change. So basically it just takes forever to level up your character and you're constantly underpowered unless you go and grind your levels.

7 years ago
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I like Hard Reset - on heroic mode - no checkpoints and enemies are bullet-sponges +you die really fast.
Only way to survive is to learn how use environment efficiently.

Probably only game with different approach to enemies was first Unreal. I'm still impressed how enemy could escape when on low health, hid and backstab me when I didn't expected it xD

7 years ago
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1) Completely agree that when all the difference between difficulties are enemy:player ratio multipliers for stats/experience etc, it can be uninspiring and ultimately boring.
When it is done in a boring, simple way, it means that developer doesn't really care.

2) There are other widely used methods, each having flaws: giving enemies more resources/buildings/units in the beginning (in strategies for example); giving enemies additional or 'cheater' abilities such as extremely good vision or accuracy, not obscured global map, better cards in deck / spells etc.; changing mechanics of player skills to less powerful (now player needs more AP to use overwatch, switching on fog of war etc.); These don't explicitly change base stats but add difficulty. Again, these settings, when abused too much [by developer] can lead to similar complaints from players.
Despite cons, I think this is a decent way of increasing difficulty. I approve this <3 The challenge and fun of most scenario-based games (strategies, tactics, some action games) lies in controlling initially 'weak' position of player to winning one through constant struggle for survival, clever management of resources, clever decisions. If this 'stage' of match can be enhanced and prolonged, why not. Just test it not to make it boring.

3) The superior change-maker would be introducing really clever AI, e.g. having different levels of enemy action policies. It seems to me, that nowadays programming a clever AI player is still a challenge for most of the game developers, because at the best it involves fine [scientific-level] knowledge of good old model-predictive control, algorithmic programming, and to make it better, even modern machine learning. People who know these, don't go into game developing (unfortunately..), and a lot of current developers are nowhere near proper level. Mostly devs try to hardcode the best they can and plug it in all the difficulties so that players don't get bored with even worse enemy decision-making.

I guess for now combining 1-2 would do the trick for most games, if set carefully.
Unfortunately, these days developers don't invest much time (and money) into large testing phase to polish gameplay, as it was in times when products needed to be published in final state (yes, there were bugs and imbalanced difficulties on early consoles too, but their small number only proves the observation).
Quite opposite, modern developers, including number of big companies, tend to completely miss/save money on the testing phase, in the best case collecting feedback from early access players, and in worst case just not paying attention at all, starting as soon as possible the next money grinding project (probably thinking that they earned tremendous amount of money, tricking people into supporting their last game with lies, or even justificating these acts of thievery with even more lies for themselves).

7 years ago*
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Instead of editing previous post I will add new thought here because bump

I hate when games can't even make typical bulletsponge + higher dmg enemies hard mode. Like witcher 3 - even on hardest diff - it's easy as cake... And I'm not even using advanced potions or change my build (not at all) - according to description on hardest diff I should be forced to use all witchers abilities and prepare to each fight separately.

7 years ago
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Best hard mode (actually Expert, and not that hard :) I remember was in Thief and Thief 2, which doesn't allow any human killings, gives extra objectives and loot to find (thus you need to explore a lot more). So far I haven't seen anything similar in video gaming.

7 years ago
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I really like it how Rabi-Ribi does difficulty- it's a bullet hell game so of course it's hard by default, but it's also a metroidvania game so you could have found different stuff and items when facing pretty much all the bosses and can face most bosses in whatever order you choose. What hey did was they made the bosses become stronger as you gain more stuff and progress more in the story. That increases their damage (to compensate for you getting more health and defensive "badges"), their health (to compensate for your increase in damage and known attacks) but also makes their patterns more complicated (so, for example some bosses will start using patterns that would be impossible to dodge unless you had some specific mobility item that you now have and just generally makes all their attacks more complicated). That makes it so no matter how strong you are- they are all still challenging. The "Difficulty" that you choose at the start of the game determines how quickly the bosses become stronger as you progress.

Borderlands 2 (and The Pre-Sequel) does the bullet sponge-y thing at the highest "difficulties" but also makes new enemies show up, enemies to drop better loot and increases the chances of elite enemies spawning. In Borderlands 1 since enemies that use guns are using the loot that they drop they are stronger since they have higher quality stuff.

In FTL: Faster Than Light on higher difficulties you get less resources and enemies have better equipment. Ships still have the same pre-set health and weapons still act exactly the same as on other difficulties but you'll find yourself more on the enemies' power level (or lower). There's also a... surprise at the final boss on Hard mode.

In Broforce you die in 1 hit either way so Hard mode makes the enemies faster and more aggressive (with the occasional other small change here and there on some levels).

In the Orcs Must Die! series the most common basic enemies get shields that can soak up a hit, you get barely any downtime between waves and I don't remember for sure but I think some enemy waves were buffed up with more powerful variations of enemies.

7 years ago*
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