I wouldn't really listen to anything RPS says on this topic. They are not the only ones that have discussed this, but RPS is borderline notorious for hating difficulty in games. This normally only was John. Judging by the new guy Matt, it seems to have become more of a core ethos for their team. Others on RPS have written about similar things recently as well.
I love difficulty in games if it is correctly balanced and doesn't just end up being tedious. I especially like XCOM and Original Sin style difficulty - turn based tactics (normal here is fine for me and often challenging enough til mid-late game where it gets too easy).
When it come to boss fights though, John has a point, but the wrong solution. Most boss fights in games are absolutely horrible - according to me - and I would love to skip them, while playing the rest of the game on hard. What I would much rather prefer is that developers have less bosses, and focus more on creating memorable and varying boss fights - if they are not good at it. I love Dark Souls and similar games, as well as WoW, as they actually spend some time creating memorable, balanced and fun boss battles that play more like puzzles rather than hit the loot pinata for about five minutes while occasionally avoiding some garbage. Almost no other games succeed with doing this. Nier perhaps, but I couldn't stand the overcooked spaghetti feeling combat (again, my opinion) so I never really got to see them.
If a game like Cuphead names it's easy difficulty Simple, cuts content, and in other ways incentivises to try the regular mode, I am totally on board. That sounds like a great way to nudge players in to giving it a shot. Personally, I loathe difficult 2D platformers like Meat Boy, as well as spongy boss fights where the boss has like 80000000 hp to your 30, so of course I will not waste my time trying to like Cuphead. I think most disagreeing with this design choice should probably realize they love the artstyle and not the game, and leave it at that.
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