I want to appreciate the additions, but…this is also not a good way of doing it.
The difficulty is often the point in Soulslikes, but quite often it feels like these games are hard in 17 different ways, and a player may only have trouble with 1 of them.
Maybe that’s navigation, and finding the next path forward. Maybe that’s working out how to put together a functioning build, and realizing what each weapon does. Maybe it’s that the parry window is just a few frames too tight because they’re playing with an input delay.
That’s why the games I’ve liked have varied accessibility options to let you change just one thing, like getting your souls back on dying, slowing down the game, slightly decreasing damage values - or increasing them on both sides.
I hope he can make lies and then when his nose is big enough he can break it off and use it as a beating stick to fight off the bad guys or light torches in the deku tree
Works for me. I got stuck on the puppet king second phase and gave up. Not like rage quit, I just never went back to the game after like a dozen attempts, uninstalled it months later to free up space.
I love difficulty adjustments. Tuning a game to be right for every audience is impossible, better to let the end client have some control over fine tuning their experience.
Control is an excellent example of this for me. My GOTY when it came out, still an all time fav. I love the story and setting, but the combat is tedious after a while. In that case, lowering enemy health made the game less boring without being substantially easier, giving me the kind of experience I could enjoy.
Amen! There’s nothing I hate more than damage-sponge enemies. I love active dodging, blocking, and targeting weak spots, but NOBODY should survive multiple headshots just because they have a lot of HP.
I’m not sure if you’ve played directly on release but they did nerf the puppet king two weeks after release or so, he has way less HP than he used to when the game came out
It’s difficult, but good. I’d advise trying to play with the default settings for a bit - you need to engage with the parry mechanic to have a chance, but if you don’t, you lose out on lots of fun. But if you can’t make it work, lowering the difficulty is definitely a good option!
I don’t think Sekiro is more forgiving necessarily, but it’s a very tight and precise game so it’s easier to catch onto the timing and feels satisfying to do, never like “I should have been able to hit that, my gun didn’t shoot :(“ I would say Elden Ring is a lot easier than Sekiro though.
Oh yeah I didn’t do a ton of parrying in Elden Ring, I just found it an easier game overall because you have so many options for weapons and play styles, and more opportunities to overlevel if you want to. In Elden Ring making use of things like bleed and rot or even just a big old bashing club can really turn things in your favour
In this one you can get away with blocking too. You take some damage but you have a short time to regain health by attacking right after. I think it makes it a little more forgiving when you are learning enemy moves and fine tuning your reaction.
On one hand difficulty settings seem good because it gives players choices.
But on the other this genre is meant to challenge you. And for me if Dark Souls hadn’t been one difficulty only and hard was the way it is now I probably would have never beaten it on the hard difficulty. But I persevered and did something that felt great because of that design choice.
I appreciate difficulty options for other people and I think everyone should agree it’s a good thing to make games more accessible or more challenging depending on what a player is seeking.
My only caution is maintaining the vision for the expected experience. I imagine we’ve all played games where the normal difficulty or the default experience feels bad or improperly tuned. Multiple difficulty options can, I imagine, lead to less tuning on the default experience. I have no doubt I disliked games I would have liked if they’d encouraged me to play at a different difficulty or spent more time tuning their preferred difficulty. I have no doubt I liked games that if they’d provided difficulty options I may have changed the default experience to my detriment without realizing it.
Absolutely amazing decision. Difficulty settings make games more accessible - period. And gating accessibility behind “artistic intent” and “vision” is just stupid. Sure, not every game has to meet everyone’s idea of a good time, but come on - it can’t be that hard, and it would only be a net positive for everyone.
I accidentally made the second half of the game harder for myself by not upgrading my armor. Oops. Ended up having to tinker with things for the last boss. But adjusting armor made the fight go from 2-3 hit KO’s to being able to actually take some hits. It was a lot of fun!
Honestly, this lawsuit is laughable. James Earl Jones himself allowed his voice to be used to train AI before his passing, and his family has given their blessing on this implementation in Fortnite.
Besides, it’s not like this Darth Vader AI is replacing any jobs; it’s a chat bot, capable of giving live responses to players across many live matches ongoing around the world. Unless it is feasible to hire a massive team of Darth Vader voice actors to be able to respond to player requests to “force choke me daddy Vader” live across hundreds of ongoing matches while staying completely in-character 24/7, their argument about Epic Games “replacing voice actors with AI” holds no water.
Honestly, if these versions have the complete up-to-date game printed on them that do not require servers to validate or update in order for me to play the game in the future, I do see the value in this. Doom the Dark Ages 85 megabytes news the other day was harrowing. Physical media hasn’t had the full game on it for a lot of games for quite a while now. If your disc doesn’t have the full game on it, then I don’t believe you own a physical copy of the game.
exactly! it’s a way to own a complete copy on disc, independent from the servers. I know there are other companies offering that specific thing, but more players in the space is a good thing imo
I am absolutely on the voice actors’ side here, but isn’t this a less than ideal argument? It seems to presume a right to be employed. If epic don’t want to use voice actors, why would they have to? I’m genuinely asking because isn’t this just a form of automation? Again, on the side of real voice actors, anti gen AI, I’m trying to understand.
This is the point of collective bargaining contracts. A union negotiates the rules by which their members and companies interact, sign a contract, and then both are bound by that contract for the term.
The union is claiming the contract they have in place prevents the automation of voice by the bound company unless they get agreement from the union first.
Oh I know how unions work, they’re quite important and do mostly very good work where I live. I just always assume any unions that manage to even exist in the US are little more than begrudgingly tolerated by employers. I didn’t realise they were referring to actual contractual obligations, I see. Thank you for clarifying.
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