Showing posts with label Dante's Inferno. Show all posts
Showing posts with label Dante's Inferno. Show all posts

Wednesday, 18 August 2021

Difficulty Options are Bullshit


The topic of difficulty options have, for some reason, become a hot topic of debate on social media.  I feel that every couple of weeks or so a series of threads turns up on something like Twitter either complaining about games not having difficulty options or people complaining that a game included some kind of "auto-win" mode or something like that and people of course losing their minds and throwing insults at each other.  So I got thinking about it and I have come to the conclusion that in most cases difficulty options are complete dogshit.

As a concept they make sense, skilled players pick hard and new players pick easy, and there are a variety of games where they have been used effectively but in a staggeringly large number of cases, the difficulty settings are just frustrating bullshit that's lazily mismanaged by whatever developers are making the game.  So for the next few paragraphs in this post I will outline just a few of the ways in which having an option AT ALL is a pile of garbage.

1) The Pump and Dump

This is probably the most common thing you'll come across in games, where a playthrough on easy and a playthrough on hard is identical in every way except the numbers on damage done and damage taken are just raised and lowered depending on what mode you're on.  The worst example I can think of this off the top of my head is basically any game made by modern day Naughty Dog.  If you play Uncharted on easy or normal, Nathan Drake can walk right into direct fire of a mounted machine gun, take all of those bullets to the face and the only thing that happens is the screen gets a bit grey and you have to suck your thumb behind a rock for a bit to heal up.  If you then play that game on Crushing Nathan turns into a man made of wet toilet paper and will go rag-dolling off into space if an enemy so much as coughs on him.  Everything else about the game is the same, the only thing your mode choice dictates is how much hiding behind walls you have to do.  This is especially boring if you're the kind of person who likes to play normal first and then hard because unless the game really gripped you, playing the exact same game again in the exact same way again but slower just isn't fun.  

2) Built for Upgrades

I feel like I never noticed this being a problem until semi recently but another way difficulty is mis-managed is linking it directly to the games upgrade system and new game + playthroughs.  The game that really hit home just how bad this gets is Dante's Inferno on PS3.  In that game you can pick at the start if you want to play on easy, normal or hard but if you pick hard mode from a new game file then you are going to have a hell of a hard time (lol).  But, if you play through the game once, get a bunch of upgrades and soul points, beat the game and then carry that shit over into a hard mode run, the challenge becomes a lot more manageable.  This is bullshit because when you die it starts to feel like it's not your fault.  Like imagine someone comes up to you and says "hey solve this jigsaw puzzle" but then the set of pieces they give you is just missing a bunch of pieces.  That wouldn't be fun, right? and that's exactly what it feels like to play a game on hard mode when it's been built around an upgrade system.

3) Locked

This is a real pet peeve of mine as someone who likes to play games on a harder mode most of the time but locking a hard mode behind a full game clear is an UNFORGIVEABLE practice and any developer that has done this deserves to stub their toe on the leg of a metal coffee table.  One thing people love to complain about when they talk about difficulty is that "they don't have time to learn the game and get good", which personally I think is a dogshit argument but OK I'll roll with it.  But by that same logic, I'm also a busy man with a large backlog of games and I do not have all the time in the world to play through a game twice just to get the experience that I mainly enjoy.  I can understand locking challenge modes behind a clear like Dante Must Die in Devil May Cry but when I buy a game, load it up and my options for difficulty are "easy, normal and LOCKED" I want to start swinging at people

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This is just 3 ways that I pulled off the top of my head and I'm sure if you gave me a stack of games and a couple of days I could probably come up with a lot more.  But what is the solution?  Well, it's to probably get rid of difficulty settings altogether.  A game that springs right to the forefront of my mind in this regard is Celeste.  The base game where you get the story of the girl going up the mountain is a challenging yet fair experience that I think anyone can clear with a little bit of practice.  When you finish the game, you can either fuck off and never play it again OR you can go and hunt down the B-Sides, C-Sides, Golden Berries etc. which are all challenging extras that players who want to push themselves with absolutely enjoy.  The game is designed in such a way so that EVERYONE can get a win but those who want to master the mechanics and platforming can get even more satisfaction after the credits roll

Another example of this would be a game like Bastion.  When you start Bastion up you aren't given any difficulty settings but a short ways into the game you unlock the shrine.  In the shrine you can unlock little statues that you activate and for each active statue you get an experience and currency bonus in return for the game becoming harder.  This allows players to customize their own experience to make the game as hard or as easy and they would like and players who do go for the extra challenge are appropriately rewarded.  If you don't like a hard game and just want the story, leave the shrine alone, but if you want to show just how good you are at Bastion then head into that shrine and activate EVERYTHING and see how hard the game gets.  The annoying thing about this example in particular is the time it takes to get the shrine and the statues but my point is that instead of having an "easy, normal, hard" mode setting, let players tweak certain aspects of the game themselves to get the challenge that they would like.

Obviously difficulty settings aren't just going to dissapear and like I said, they CAN be used well in certain cases but the point is that most devs are very lazy with them and in a lot of cases just letting the creators deliver the experience THEY want to give you is probably the better option.  Game too hard and has no modes? Just play something else.  Game has an easy mode that's far too easy for you? Just don't use it.  More importantly, shut the fuck up about it on Twitter

Wednesday, 16 June 2021

Dante's Inferno

 

When Dante's Inferno came out way back in 2010 I pretty much ignored it but thanks to the power of the stream request system and a friend of mine loaning me a copy to play on, I finally got around to giving it a go.

The one thing that everyone says about this game is that it's a God of War clone and it was for that reason that a lot of people I knew at the time either didn't buy it or gave it a bad rap.  Being honest, they are completely correct, Dante's Inferno is a SHAMELESS God of War clone in pretty much every detail.  The combat feels very similar, the boss fights all end in bombastic QTE's, you get souls to upgrade your character as the game goes on etc. etc. But none of that make Dante's Inferno a bad game, there are a lot worse things you could be cloning and as far as it goes, despite some jank here and there, it plays pretty well.  If you like God of War then there's no real reason I can think of as to why you wouldn't enjoy this.  

It does have some things of it's own though, such as the dual upgrade trees that are marked "holy" and "unholy" and gain experience based on if you commit gruesome murder or if you commit gruesome murder in a slightly more pious way.  Each of these trees have their own skills and upgrades, with Unholy being focused on your scythe and Holy being focused on your shooty hadoken cross thingy.  The other thing it offers is a sort of judgement system where you find lost souls and you choose to absolve them to heaven or stab them through the face for huge amounts of experience points in one of your upgrade trees.  The weird thing about this system is that if you choose to absolve a lost soul then you have to play Dance Dance Revolution for about a minute before the game gives you the exp which can bring things to a screeching halt and is generally quite an annoying thing to have to do.  

The one thing I hated more than anything else about this game was the difficulty level balancing.  I started the game on Hellish, the games hard mode and I started getting my ass kicked.  This was fine, I wasn't expecting hard mode to just let me win but as I progressed and got stuff off the upgrade tree and unlocked more equipable relics it hit me that the game wasn't really playing fair.  With a New Game+ file hard mode seems challening but reasonable but from a fresh file Hellish mode is just hair pullingly annoying.  Enemies will do damage like it's Dark Souls in Hellish but in Normal they do <1% of your health with a big wind up unblockable.  On a new game plus this would be offset by a relic you get about half way through the game and you'd have a lot more options with spells and combo upgrades from the unholy tree to deal with the scenarios but when your a baby crusader taking your first trip into the rings it's borderline impossible unless you have a lot of prior experience. 

So despite some jank, the hard mode being way too hard and the normal mode being laughably easy Dante's Inferno isn't a bad little game at all.  It's the kind of thing that would be good to play when you have gaming friends over, something to fiddle with and you don't have to think too hard about while you have conversations about whatever.  The cutscenes and game help boxes are also equal parts awesome and hilarious so even if you end up hating the gameplay it's probably worth playing just for that to be honest.  

The game ends on a very saddening "to be continued" screen as well.  I imagine the developers had plans to do games for heaven and limbo but this game probably just didn't do well enough.  Give it a go if you can get your hands on a copy.  Brain off, scythe out and just enjoy the sights and the action.