It seems like every time a challenging game is released the argument over difficulty starts again. This time it was Cuphead, and developers arguing regarding whether high difficulty is a feature or limiting. Extreme difficulty by itself is never good, but difficulty does have an important purpose.
Recently we had a conversation about accessible games and avoiding making things too obscure. During the chat, the topic of Soulsborne came up and I was asked an interesting question: For a game that is so demanding, why does the Souls Series avoid accessibility complaints?
It’s time to talk about Soulsborne. We have two spiritual successors to Demon’s Souls that each take the design’s challenging gameplay and level design in different directions. For today’s post, we’re going to attempt to compare the two and see how very similar game design can go in vastly different directions.
Today’s Critical Thought looks at the implementation of regenerating health systems in game design. While it may seem simple, this mechanic has changed game design and pacing in major ways. I talked about the three major examples of the design and the games that used it.