CritialGaming said:
They don't start out speedrun good. They play the game enough to master it and get so good that the mechanics and story doesn't matter, however they've gotten that experience the first time through. There was a reason they got so good at the game, because they loved the game, and they loved the challenge, and they wanted to become masters of it.
Dark Souls has always been contentious with difficulty. Some wanted an outright easy mode and others felt the easy mode was already baked into the mechanics. Either by summoning help, or using certain weapon set ups. But the difference between Dark Souls "easy mode" and easy modes in any other game is simple. Dark Souls' difficulty is entirely dependent on how YOU play it. The game doesn't change for anyone, it simply gives you a toolbox and lets the player decide how they approach it. For some, casting spells is the easiest way, for others hiding behind a big fucking shield is the easy way. It's all subjective. But the game itself doesn't change, it remains the same for everyone and thus everyone can share that same experience and all the hardships that come with the game.
Sekiro is the same, but to a lesser degree. There are skills and approaches in SEkiro that do make most of the journey easier. However you can't fall back on someone else to beat a fight for you because there is no multiplayer. The game expects more out of you, but it DOES offer tools that can help you along the way that can help adapt to your playstyle.
Sekiro is by far the hardest of the Fromsoft games. But it doesn't require 100 hours of failure, it doesn't require you to quit your job, it doesn't require all that much except maybe a bit of perseverance and determination. My playthrough took 23 hours and I am not a very skilled player imo, and play time depends on level of exploration as well.
And frankly in hindsight, there is a lot of game to be had with Sekiro that doesn't require ball busting boss fights. The stealth is fantastic, the mobility and the platforming is great, the exploration is awesome, and stealth killing bad guys is sooo fun. So perhaps there is a bit of a trade off there. I don't know. It's personal taste and not every game can fit every player.
My point is that if death and hardship is so essential to enjoying these games and their stories, actually getting better would then make the games worse, calling in for online buddies makes the games worse, looking up tips on farming and grinding makes the games worse.
This is what I don't get when fans talk about the difficulty in these games like it's this unbending thing, when the games themselves have plenty of exploits that allow you to circumvent it, and it's even highly encouraged by the fanbase to look up tips online. I mean, do the dozens of YouTube videos giving combat tips for
Sekiro get people mad because this is taking away some of the challenge and therefor ruining the game?
An Easy mode in
Sekiro could just as easily be baked into the game's mechanic and lore like it was in
Dark Souls. Have the undying guy be summonable for Boss fights, but make it so that using this feature will have negative impact on other characters/the story/the ending. Only allow the player to get the worst possible ending by going Easy as a trade off.
These games don't have a difficulty that is impossible to bend, there's plenty of ways the games allow you to do so. So the idea of an option that gives players an easier time really shouldn't be so unacceptable to fans.