Agreed.NeutralDrow said:I disagree. Going through Devil May Cry 3 on Normal difficulty was absolutely necessary practice for Hard and Dante Must Die.
Agreed.NeutralDrow said:I disagree. Going through Devil May Cry 3 on Normal difficulty was absolutely necessary practice for Hard and Dante Must Die.
Ye, when it really makes (albeit small) changes to the gameplay experience, it's something of importance.tkioz said:Well it depends on the game, I agree if it's just screwing around with numbers, i.e NPC hits for X on Y setting it's plain stupid, but if like in say (again) Mass Effect 2 it makes the NPCs smarter, taking cover, giving each other supporting fire, using their powers more often, etc, it does at least IMO make it more fun.Nincompoop said:Difficulty isn't really an issue for me. I don't play games to get a challenge, but to mess around in an awesome universe, and enjoy the cosmetic delights in which it exists.
When upping the difficulty only adds less health, more enemy dmg, and so forth, I feel it to be absolutely redundant. Not unless upping the difficulty changes the gameplay a bit, and in some circumstances adds more enemies, it's worth it.
Man locked difficulty isnt a trend in games, it has been happening for many many many many years... It is one of those things game designers put in every now and then... and yes it is a freaking pain...tkioz said:So it's became a trend in games to have a half dozen difficulty settings, only to allow people access to maybe two or three at time of first sitting down, and I think that sucks.
I don't know about anyone else, but I usually start playing a game at the default level, and after a few levels when I've got the controls and nuances down I generally up the level a little bit so it's actually a challenge, a game is more fun for me when there is actually a risk I'll fail at a given task, if there is no risk of failure in a mission, it's not fun, it's the same reason you don't see Shane Warne playing in a local indoor cricket league (well apart from the fact it would be a dick move).
Take for example Mass Effect 2 (I know your all sick of hearing about it) but the combat was pretty ho hum for me around the third mission, until I upped it to veteran, and then later to hardcore, it suddenly became fun because I had to do more then pop off heads. It mattered where I put my squad mates, it mattered which target I went after first, it was well fun.
So when a game (e.g Bayonnetta) uses unlockable difficulty to "encourage" replays, I'm almost personally insulted, it's padding designed to make your game longer, pure and simple.
So am I alone?
I think the DMC series is kind of different, because each level is kind of an isolated unit you can go back to. If I beat the first level on normal difficulty it immediately unlocks the next hardest difficulty if I want to do it. Seeing as most levels only take like 10-15 minutes anyways it really works for the game. Not to mention it's very nature just sort of encourages replay.Sentox6 said:Uncharted 2 really hacked me off in this regard. In most games with an Easy/Normal/Hard/Very Hard selection, I generally play through on normal then very hard the second time. Oh, what's that, Uncharted? Only hard unlocks crushing? Screw you too.
Not something I mind in games like DMC4 though. That's a game where I care as much about how well I actually play as simply succeeding. Working through all the difficulties was fun.
I was pissed when God of War asked me to go on easy. I only died in combat twice - but I died on this stupid fucking spike puzzle like 20 times. Ironically, easy mode wouldn't have made the puzzle any easier so I found it insulting.blakfayt said:It's all about the fun factor, I hate losing, so much that I have almost never played a game on hard mode, I'm a plot kinda guy (DMC is an utter exception to that I play on normal because it is just fun to kill things, and as stated I dislike failure) so most days I beat a game on base difficulty and call it quits. The idea of an unlockable HARDER difficulty is just stupid, I liked when you lost many times in Onimusha it would tell you you unlocked easy mode and ask if you want to switch, cause that would get your panties in a twist, "fuck you game, I can do this on normal mode! JUST WATCH!" then you fail many times each time the game mocking you with pussy mode, until you finally do it, then you feel all warm inside. I suppose what I'm saying is Ninja Gaiden, the game is hard, but fun and it makes you want to try again.
I agree totally, also the quit screens in quake/etc, those were just awesome.AC10 said:ALSO
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Why can't games have fun difficulty levels anymore?
*hops on bandwagon of win*tkioz said:I agree totally, also the quit screens in quake/etc, those were just awesome.AC10 said:ALSO
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Why can't games have fun difficulty levels anymore?
And this is what is known as jumping to conclusions. If you had checked out my linked Live profile you'd actually find out there's only one game I've ever achieved 1000/1000 gamerscore on, and that was the quite fun but extremely disposable KungFu Panda.zimtheawesome said:This is what is known as being an achievment whore.StriderShinryu said:Indeed, I hate when games do this. If I finish the game on Hard, why don't I get the Achievements/etc. for Easy and Medium too?LordNue said:I more or less hate it when say beating "drinking the piss of Satan while Beelzebub rapes you" difficulty doesn't also unlock the bonuses of "an irate kitten" difficulty. I can understand keeping the hardest difficulty unlockable like God of War but non-stacking unlockables for beating that difficulty isn't fair.
On topic, I dont really mind. If you want to play on a harder difficulty, then it should be an extremely easy feat to get to a harder difficulty. I do agreee maybe on a long game this would be annoying. But if you bought a game, may as well get your moneys worth.
Actually, that didn't occur to me. I was talking more along the lines of "practicing not getting mangled horribly and seeing how the puzzles work."poiumty said:But the game is made like that, and there's only a few games where you get to keep your character the way he is when starting a new game. It's safe to say DMC can be considered an exception.NeutralDrow said:I disagree. Going through Devil May Cry 3 on Normal difficulty was absolutely necessary practice for Hard and Dante Must Die.
In Bayonetta it's for your own good. The prolouge on hard can't be beaten from a new game without a lot of experience.tkioz said:So when a game (e.g Bayonnetta) uses unlockable difficulty to "encourage" replays, I'm almost personally insulted, it's padding designed to make your game longer, pure and simple.
So am I alone?
Disagree. One's play style might make it difficult to make headshots (like if you're using shotguns for example) and still have the game feel like a breeze due to superior tactical knowledge. Just leave all the difficulties unlocked except one last "insanity" mode.Et3rnalLegend64 said:You just had an incredibly awesome idea. Who agrees?Katana314 said:What might be nice is if you could unlock a new difficulty somewhere midgame. I think some games do this already, like The World Ends with You. But rather than make it a scripted event, let the player earn it through some sort of achievement (Wow! You got 15 headshots in 3 seconds!) then encourage them that they're badass enough to go one level higher.