Current Events > Most overrated game in terms of difficulty?

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Rikiaz
05/02/18 2:00:18 PM
#51:


LJRENEGADE posted...
Minute posted...
LJRENEGADE posted...

They don't really change the core gameplay though. Its like Resident Evil with ink ribbons and save points. Its not actually going to effect the combat or anything like that.

Hell yeah it does. Managing healing is basically half of the Dark Souls experience. If you don't have estus left, you have to judge whether you can make it to the next bonfire, risking all your souls in the process, or turn around and rest, restarting the challenge all over again. It's risk management, that's Dark Souls in a nutshell.

Maybe I'm wording it wrong. But what I mean is that the combat mechanics don't change. The enemies moves don't change. Losing souls on death and having to be set back further isn't really going to make a boss fight more difficult because of the boss and enemies themselves.

Making it more punishing for the player to die will influence the way they play, sure, but it is what I'd consider artificial difficulty. Again, I'm not saying its a bad thing, but I think its a big part of why people think Dark Souls is hard. Like Resident Evil. No one would think the classic REs were tough if you just had checkpoints, no item managment, and regenerating health, like a lot of games today.

Dont use the term artificial difficulty. Its just non-combat difficulty. The pieces of the game dont exist in a vacuum. Of course needing to manage your resources isnt going to make a difference against a boss that you just run to, but its still part of the difficulty of the game as a whole. Boss fights arent the only thing difficulty is judged by.
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Jeff AKA Snoopy
05/02/18 2:04:04 PM
#52:


I find it weird that some people hard rage-quit Cuphead.

Yeah, it's not easy, but beyond the last two fights, nothing took more than 30 minutes for me.
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LJRENEGADE
05/02/18 2:04:12 PM
#53:


fenderbender321 posted...
LJRENEGADE posted...
Rikiaz posted...
LJRENEGADE posted...
And I would say Dark Souls has some "artificial difficulty". Like losing your souls when you die and having bonfires be a decent distance away from each other. Not that any of this is a bad thing. Its just most games are way more forgiving by comparison, even the newer Resident Evils have checkpoints around every corner.

Neither of those things are artificial difficulty. If you didnt lose souls when you die, then there is no downside to dying. And the bonfires are spread out enough that you have to manage your resources (estrus and spell uses) but never far enough apart that you cant make it.

They don't really change the core gameplay though. Its like Resident Evil with ink ribbons and save points. Its not actually going to effect the combat or anything like that.


So combat is the only aspect in which difficulty can be measured?

No. Its hard to explain I guess. And again, this is only what I consider to be artifical difficulty, not a set in stone definition or anything. But, for example, if you raise the difficulty and it gives enemies more moves or a smarter AI, that's something that makes the game harder because its more you have to think about and consider when playing.

If you raise the difficulty and it just gives enemies more HP, I'd call that artificial difficulty because it doesn't really add or change anything to the core gameplay.
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Questionmarktarius
05/02/18 2:05:23 PM
#54:


LJRENEGADE posted...
If you raise the difficulty and it just gives enemies more HP, I'd call that artificial difficulty because it doesn't really add or change anything to the core gameplay.

It's not even so much "difficulty" as it is "tedium".

Just go look at all those sonic romhacks that change "bonk boss three times" to "bonk boss thirty times"
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LJRENEGADE
05/02/18 2:16:53 PM
#55:


Rikiaz posted...
Dont use the term artificial difficulty. Its just non-combat difficulty. The pieces of the game dont exist in a vacuum. Of course needing to manage your resources isnt going to make a difference against a boss that you just run to, but its still part of the difficulty of the game as a whole. Boss fights arent the only thing difficulty is judged by.

I'm not saying the different parts exist in a vacuum. Just that some of the ways the game makes itself more difficult don't actually change the core gameplay, they're just small tweaks to make the game feel harder than it is and I'm just saying that's what I'd consider artificial difficulty. Or tedium, like Questionmark said. Being set back further and having to redo more fights doesn't make those fights harder.

And like I said, I'm not saying its, a bad thing, I understand that's a part of Dark Souls' identity.
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Slayerblade11
05/02/18 3:48:03 PM
#56:


Rikiaz posted...
Slayerblade11 posted...
Shin Megami Tensei: Nocturne

Maby if it's your first rpg.

Ive heard Nocturne isnt that hard but the things that are hard are just unfair. Is that the one with the boss that is immune to all damage so you just have to tank it until it kills itself?


There's no boss like that. Tons of unfair mechanics though.

Like cheap 1 hit kill light/dark spells, and some bosses if they spam that move that gives them free turns.

Game is extremely easy when you realize how powerful buff and debuffs are in the game. One of the early bosses really schools you on the subject.
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scar the 1
05/02/18 3:50:36 PM
#57:


LJRENEGADE posted...
If you raise the difficulty and it just gives enemies more HP, I'd call that artificial difficulty because it doesn't really add or change anything to the core gameplay.

That's not necessarily true. I agree that at a certain point you will reach tedium, but giving enemies more HP can indeed change the core gameplay. Knowing, for example, that you have to strike and than back off because the enemy won't die will completely change the strategy, compare e.g. rooms with red and blue darknuts in Zelda 1 with the Magical Sword. If an enemy's pattern is such that it's tricky to repeatedly avoid, forcing me to go up against it for a longer period of time is more difficult. Allowing me to circumvent the challenge by giving the enemy low HP is definitely an easier scenario.
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AlecSkorpio
05/02/18 3:50:50 PM
#58:


No idea

I know in my personal case it was Alundra. Everyone told me the puzzles were hard as hell. I didn't find them hard at all.
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Zelda_Aran
05/02/18 4:11:22 PM
#59:


Caution999 posted...
I've seen some people say Contra is a hard game, and I'm like "what?"

I agree, Contra 1 is probably one of the easier titles to master. It just takes some practice and patience.

If you are really desperate, you can always input the Konami Code so that you get a chance to see all of the levels (not every Contra title gives you 30 lives, either).
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Caution999
05/02/18 4:44:45 PM
#60:


Zelda_Aran posted...
Caution999 posted...
I've seen some people say Contra is a hard game, and I'm like "what?"

I agree, Contra 1 is probably one of the easier titles to master. It just takes some practice and patience.

If you are really desperate, you can always input the Konami Code so that you get a chance to see all of the levels (not every Contra title gives you 30 lives, either).


Spread gun makes the game wayy too easy. Maybe I should try a regular gun only challenge mode. Might make it a little more challenging.
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