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Mnementh said:
I can't even think how an easy mode would work. Some common deaths are falling into a bottomless pit (because in the lighting it was hard to see that the floor was missing or something like that). So how does easy mode work, does a fairy pull me back from falling? you could die in the flames of a dragon spitting fire, if you didn't time your running right. How does easy mode work, the flames are only lukewarm, not hot? And if a trap can't kill you instantly, the point of the game is lost, the point of keeping you always on your toes.

I give a different example. I didn't like the Tomb Raider reboot. Too less gameplay, too much scripted events. At one point I thought you can learn to sneak your away around enemies or kill them silently without alarm. That worked two or three times, then all following fights started scripted, so I couldn't avoid alarm.
So let's say, why can't add Crystal Dynamics a gameplay-mode in the future. Less cutscenes, less scripted events, more exploration, more sneaking, offering different options for decisions (kill the enemy or avoid it or persuade it to change sides for instance) and the option to save important characters like Roth. But as an optional mode, normal mode will still be the same. That will work brilliant, I don't think they have to change the game to accomodate for the existance of the two different modes.

Thank you, you put into better words what I could not explain. There is no way to put in an "easy mode" without changing level design