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AngryLittleAlchemist said:
Volterra_90 said:
I've always thought that almost any game should have a difficulty setting from the beginning, to adjust to anyone. I mean, if people want a more relaxed experience, go for easy. If they want a challenge, go for hard. That could pretty much work for almost any game.

How would you accomplish this in a platformer? Not Cuphead mind you - like a .... Mario 64?

The easiest way is to offer a rewind feature or put your own checkpoint anywhere. That's how I have been playing Donky Kong country with my wife on the snes mini. The game is fun, doing the same stuff over, or going back to the early levels to stock up on lives isn't.

The worst way to do it is how Mario on the WiiU did it. The watch the level being played and skipped is a terrible solution, as well as the invulnerability suit in the 3D version.

You could also make the game logic run slower or faster based on difficulty, larger jump or more forgiving button timing.

Difficult games should make sure restarting is fast and frustration free. A long load screen on death has me quickly lowering the difficulty if possible. My time is better spend than watching load screens. If the game resets instantly I don't mind trying again and again until I get it. As long as you don't have to do half the level over first. Which is the reason why I never bothered with the Dark souls bosses solo. Put a damn fire next to the boss then I'll try. The long load times have scared me off playing Bloodborne even though I have it.


Should games be criticized for being too hard. Depends on how they handle death, with long load times, yes they should be criticized.
Should games be critizized for being too easy. Perhaps it's not meant for you, leave some games for my kids to enjoy!