TL;DR - Just answer the question. I've just had a half-week off from work and wanted to share some thoughts about some games and their difficulty. Short version: Horizon Zero Dawn is awesome on Super Hard, Sekiro is a son of a bitch, Resident Evil 2 means incredibly well and I appreciate what Fallen Order was trying to do.
------------------
I was a Game Genie gamer as a kid. If I died too much for my liking in games, it wasn't long before I blew some dust out of the Game Genie's contacts and turned on every infinite anything cheat I could find in there. I've never liked being frustrated while playing a game, and have always preferred challenges that push me right up to the edge without actually falling over the cliff and into the dreaded Game Over screen. As such, the sorts of games that led this hobby towards current-gen blockbusters like Tomb Raider and Uncharted were usually what I gravitated towards. Games that offered a challenge, but often held out a guiding hand or offered alternative, less skill-based solutions to problems.
And then, for much of the PS3 era, I pretty much only played PS+ games alongside NBA 2K, and so I felt like I'd lost whatever "gamer feel" I ever had. That is, until I took up the challenge of Bloodborne on a whim. I bounced off of it initially, left it alone for the better part of two years, but something about the game always scratched at my subconscious so I gave it another go in March of 2017, timed alongside its PS+ release and an influx of new players. It took me 6 hours (no exaggeration, I just listened to podcasts and tried to figure out what the hell I was doing wrong for six hours) of running loops in Central Yharnam before I stumbled across the Cleric Beast and realized only then could I level up my character, but something about that struggle absolutely charmed me. I then beat Gascoigne, easily, on my second try, struggled against the Blood-starved Beast but ultimately prevailed, then the same with Amelia. Bosses I utterly hated, like Darkbeast Paarl, I could just summon in a friend to one-shot them. Sure, I learned through a Fextralife page that the Tonitris was the thing to use against Rom, but I had stumbled across that weapon early all on my own, and so it felt like a fair compromise between the internet and myself.
From that experience, I took a renewed interest in playing games on "Hard", and I've spent a lot of the past two years thinking about what it means for a game to be hard. Is it damage taken/damage dealt? Is it enemy intelligence, the variety of their attacks, the placement of their units across the gamespace? Is it control liability or camera inconsistency? And which of these factors do I find fun about a game being hard and which do I find cumbersome and overburdening?
I feel like my experience with two games this year - and two games last year - have really allowed me to hone in what it is I like and dislike about games being hard. I'll start with the two games this year because one of them is such a hot button for the topic - Sekiro. Like I said before, and have probably said many times on these forums, I loved the parry-based fights of Bloodborne. If there was a parry counter that quickened a fight, I was there to master it, with the Hunter fights often being my personal favorites. So when news and footage of what Sekiro was attempting to be started coming out, I felt right in assuming it could be my favorite FromSoft game almost by default. It'd be doubling down on the things I loved about Bloodborne's gameplay, in a unique for this generation setting, and I'd be experiencing it for the first time right alongside everyone else.
Unfortunately, whether my television is too old, my PS4 too creaky, or my fingers decidedly lacking in nimbleness, Lady Butterfly/Seven Spears/Snake Eyes/Genichiro is a slash-line (shout-out baseball fans) I have seared into my brain. All three fights I solved mechanically and could not execute physically, smashing my head against them over and over, as recently as this past week after watching Ben solve Owl, only to find defeat through a random change in animation strings, or a camera deciding to break lock-on right as I was about to break posture, or pure recklessness on my part. I thought, Ben did just fine on a multi-passed signal to a TV several feet away obscured by bright studio lights, and I can't fucking do this?!
Like Bloodborne, this game has lingered with me, haunting and taunting me. Particularly intimidating are the PSN Trophy numbers: about 20% of people who played Sekiro have beaten it, compared to the same roughly 20% of Bloodborne players. That was when I remembered I'd never played the Frozen Wilds campaign of Horizon: Zero Dawn, and noticed that not only had only 30% of players finished that campaign, 1% of players had completed a Ultra Hard NG+ run.
I'd never completed Frozen Wilds because I'd done just that, started a New Game+ on Ultra Hard prior to the DLC's release, but set the game down long before, and when I first encountered that Scorcher that opens the game I felt entirely outmatched. I'd just finished Bloodborne and did not want to acclimate myself to another combat system that was expecting me to still be fluent in it. But after Sekiro, I just had to know, how hard was that fight, really? Turns out, sort of hard, though not nearly as hard as most of what was to come in that DLC, nor now that I've decided to replay the whole game for the Ultra Hard trophy is it even as hard as the first fights involving Corruption in the main story. These are missions labeled for level 15 players and I am level 57 needing multiple tries to complete them...and I am loving it!
What Horizon seems to give me that Sekiro doesn't isn't exactly the same as Bloodborne, but it's close. Horizon puts you in a sandbox, tells you everything about it before you enter, and then wonders what you'll come up with. Are you feeling like a trap god with your Tripcaster, Proximity mines and Ropecaster? Arrows blazing with hardpoints, shock and freeze arrows? Or do you just want to spam Blast Bombs and pray? On Ultra Hard, you often have to be some version of all of these, and the fun of the fight comes from a combination of both solving the puzzle inherent to the mix of enemies and terrain as well as improvising when best laid plans don't work so well. Bloodborne mostly would mitigate this through increasing your stats until you could brute force mistakes, but Horizon one-ups that conceit at the Super Hard difficulty by maintaining a huge emphasis on mobility and improvisation. Even with the endgame Shield Weave armor that deflects most initial damage and constantly recharges, the game finds fun ways to challenge you while offering multiple exit strategies, ways to regroup and adjustments to your attack patterns.
Beating Frozen Wilds' final boss on Ultra Hard was arguably more satisfying for me than defeating Rom or Micolash. I'd suggest everybody give it a go if you haven't. To me, it is a simply sublime mixture of creativity and hardship that is nearly perfectly balanced. There are issues, of course. The camera received a lot of "go home, your drink" missives from me at times, enemies can one-shot you FromSoft style in a way the game doesn't actually feel designed to deliver (especially with that Shield Weave armor) and, most egregiously, at random the enemies become so relentless that you'll get knocked down once in a fight and be endlessly pummeled until you're dead, as if you were cornered by a pro Mortal Kombat player. None of that stuff ever felt right, but neither did it discourage me from continuing on.
Briefly, there were other games I put time into on Hard (not Super Hard, or Extreme, or whatever) this year and last that either left me wanting and dropping the challenge down or just had me stoked the whole way through.
I appreciated the hell out of what Resident Evil 2 was trying to do with its Hardcore mode, but if I ever finish that game it'll probably be on Normal. For me, introducing Mr. X to the ink ribbons, massive damage and limited ammo of Hardcore was just far too stressful and overwhelming. No thanks.
Likewise, The Outer Worlds seemed like it had a lot of ideas about its systems and how higher difficulties would inspire players to explore them, but much like The Witcher 3 I felt its hard mode was disgustingly unbalanced in the early game, and by the time I got comfortable and curious about switching back I was just too checked out on the various status' and whatnot under the hood, contented by the power fantasy.
Star Wars Jedi allowed me to complete a game that felt like Sekiro without the uber punishing micro-second parry windows or taking damage from broken posture, and so I wound up preferring its difficulty even if the combat itself felt less polished. It turns out, I just can't handle being punished for retreating to regroup and comport myself; the final boss of this game in particular ranks among the more exhilarating fights I've had in this sort of game, and was shockingly polished and Bloodborne-like compared to the rest of the game.
Looking back on this year of deliberately challenging myself to play games on their hard (or, again in Horizon's case, hardest) mode, I think I have a much clearer picture of what makes a fun hard mode for me. I like a challenge that is malleable to my skillsets or interests in a game; when I fail at something, I simply need to find a new approach to the same scenario. Sometimes, it's even less than that - I just need to do what I was already doing and be more patient about it. I also need a way to back out and reconfigure myself. If the stress and the punishment is unrelenting or inescapable, I feel trapped, overly stressed and even a little claustrophobic. It was times like these in Bloodborne I loved phoning a friend, heading back to the Doll for some Vitality or Strength upgrades, and coming back with more vigor. Alternatively, games like Sekiro or Resident Evil 2 just made me feel trapped in a cage of somewhat alien design, and I could either Houdini my way out of the prison or drown.
Ultimately, I still prefer to play most games on their Normal modes. I want to progress, to see new things, and to feel fairly powerful or whatever analog could be used to describe how The Witnessdidn't make me feel as I bumbled through that game with a Youtube guide at the ready. But 2019 has taught me that there is yet a place for hard modes in games, and it's really hard to predict whether a hard game, or a game made hard, will be for you until you take the plunge and give it a shot. And for that, Horizon, I salute you. Yours just might be my favorite extra/super/ultra/very hard mode I've played since the 007 mode of Goldeneye or Perfect Agent of Perfect Dark.
Log in to comment