difficulty

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  • South Park Studios, Ubisoft

    The latest 'South Park' game is hardest if you choose a black character

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    09.07.2017

    South Park writers Trey Parker and Matt Stone haven't ever really shied away from social commentary (president Donald Trump notwithstanding) and that doesn't look like it's changing with the upcoming South Park: The Fractured but Whole. When creating your character in the make-believe superhero game, Eurogamer discovered that the darker the skin tone you choose, the more the difficulty level ramps up. "Don't worry, this doesn't affect combat, just every other aspect of your life," perpetual jerk Eric Cartman says in voiceover.

  • 'Resident Evil 4' secretly adjusted its difficulty for you

    by 
    Nick Summers
    Nick Summers
    06.03.2015

    Resident Evil 4 is one of the most beloved entries in the survival horror franchise, and the last game before the series moved towards a more bombastic, action-focused style. There are many reasons to love this Leon Kennedy adventure, but one that often goes unrecognised is its dynamic approach to difficulty. As Pocket Gamer's Mark Brown explains, Resident Evil 4 would subtly tweak your experience depending on how well you were playing. Enemies would deliver greater damage, for instance, and appear more aggressive if you were easily charging through each area, and some players have suggested that ammo drops would automatically decrease for your preferred weapons. All of this culminated in a game that naturally balanced challenge and progression -- you never felt completely safe or in control, but neither did you feel that tricky sections were impossible. As Brown notes, to Capcom's credit they've never confirmed the feature's existence -- all we have are anecdotes and corroborating gameplay footage from the fans.

  • Carbine's Donatelli and Moore on WildStar's population and philosophy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.14.2014

    Two weeks ago, Carbine Studios offered us the opportunity to interview product director Mike Donatelli and creative director Chad Moore regarding the state of WildStar and what future updates would bring to the game. We have their thorough answers in their entirety for you today; Carbine assures us that there was no animosity or conspiracy in the delay, and we thank the studio for that. So let's get to it: Read on as the duo discuss WildStar's current population, business model, development strategy, and plans for the near future.

  • The Daily Grind: What's the most challenging MMO you've played?

    by 
    Justin Olivetti
    Justin Olivetti
    08.23.2014

    I've played my fair share of challenging MMOs over the years. From obtuse interfaces to steep learning curves to tough-as-nails combat, the myth of MMOs being nonstop faceroll games has been disproven time and again. However, if I had to pick the single most challenging title, it would be The Secret World, hands-down. Nothing about The Secret World comes easy. The combat has you struggling sometimes against standard mobs, the game's many systems are complex and non-intuitive, the story isn't spelled out for you, and some of the quests tax my brain far more than my reflexes. Don't get me wrong; I love TSW to its core, but it's stupid hard at times, so much so that it's kept me from seriously pursuing an alt. What would you say is the most challenging MMO that you've ever played? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Stick and Rudder: How complex is too complex for Star Citizen?

    by 
    Jef Reahard
    Jef Reahard
    06.29.2014

    I've taken a little while to let Chris Roberts' recent flight model manifesto marinate. In that time, my opinion has run the gamut from "funk yeah, simulation!" to "hmm, I hope I'm able to enjoy this title" and back again. I waffled because as much as I'm salivating over Star Citizen and everything it represents, it's still one game out of dozens that I'm following. And as much as I'd like to, I can't realistically devote all of my free time to a single title!

  • The Last of Us adds new difficulty level in upcoming DLC

    by 
    S. Prell
    S. Prell
    03.01.2014

    The final DLC for The Last of Us' Season Pass will contain a new difficulty mode for the game's single-player mode, as well as new maps, weapons and skills for the game's multiplayer component. Naughty Dog only described the upcoming difficulty mode as "new," not necessarily harder. So who knows, maybe it's Lollipop Difficulty, where the infected have been replaced by fluffy teddy bears and sadness is replaced with rainbows. Naughty Dog wrote that they will provide more information "as in-game elements near completion." Naughty Dog also released a new behind-the-scenes video detailing their journey creating Left Behind, the single-player DLC follow-up for a game with roughly a bajillion awards. We've included it after the break since, like the game's Clicker enemies, spoilers can rip your throat out make you have a very bad day if you get too careless. [Image: Sony]

  • The Soapbox: There's nothing wrong with easy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2013

    The word "easy" gets a really bad reputation in gaming, an unfair reputation, at that, because there's absolutely nothing wrong with something's being easy. A while back, we hosted a great column about how we tend to call things easy when they really aren't. (Seriously, go read that.) That's all well and good, but that's also not what I'm talking about here. Gaming as a community seems to have decided that easy is just plain bad, that it's a horrible insult, and a game being easy is like saying that a game is worthless. But easy isn't bad. Playing a single-player game on easy difficulties isn't a mark of weakness, and having an MMO that's easy on a whole doesn't mean it's a bad game. Having easy content isn't just an acceptable thing; it's an outright good thing for a lot of player. There is absolutely nothing wrong with easy.

  • Final Fantasy XIV sums up its Tokyo Game Show letters

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.07.2013

    Final Fantasy XIV has been playable for just about a month. Gamers being what we are, a lot of us are already asking about what comes next for the game, because there's slightly less unexplored content than there was before. But fear not; the official live letters from producer and director Naoki Yoshida have been translated and the highlights recapped on the official site, giving everyone a closer look at what's coming from housing, PvP, and the new Crystal Tower. Yoshida explains that Crystal Tower is meant to be easier than the Binding Coil of Bahamut currently accessible, although it is still inteded to be high-end content (he mentions the possibility of requiring relic weapons). Housing will be launched for Free Companies first, with the team closely examining the strain caused by these before putting in individual houses. Players can also expect every craft to be involved in providing decorations for housing rather than just a few, helping to make everyone's contributions relevant. Take a look at the full roundup for all the details, although the team remains mum on the price of houses.

  • Things that were harder before

    by 
    Matthew Rossi
    Matthew Rossi
    05.13.2013

    I did a post this week about raiding in previous expansions and in vanilla WoW, and how people often say those raids were harder and my opinion that it is easily demonstrable that current raids are if anything more complicated than they have ever been. I frankly believe there is almost no room for comparison between the game at 60 and today in terms of raid complexity and difficulty. Part of this stems from the many different variations on what the word hard means in this context. Something can be harder because it is conceptually or executionally more complex (the difficulty can stem from how much is required to successfully complete its mechanics) or it can be hard because it is laborious and/or time consuming. Was raiding with 40 people in classic WoW more laborious? Absolutely it was. It wasn't mechanically harder, but it was more time consuming and took a great deal of effort to organize and plan. It's the difference between working out a complex multi-stage math problem and carrying five thousand pounds of rocks from point A to point B. But there were some points worth addressing. It absolutely has never been easier to level, even without heirlooms, than it is right now. Vanilla leveling to 60 took more time and effort than leveling to 90 does today. Even without heirlooms, one can easily and without much stress reach level 20 in a few hours, level 40 in less than two days, and be level 60 within a day of that, and this isn't spending all day staring at the screen either. This is a fairly casual leveling pace. I leveled a blood elf warrior to 35 in two days of rather casual play, an hour on followed by a half hour reading websites or having a snack or even going for a long walk. It's also far easier to do the following things: Get a dungeon group. You can queue for dungeons at level 15, and from that point on, all you ever have to do to run a dungeon is hit that queue. If you're playing in the tank or healing role you can effectively chain dungeons all day, and even leveling as DPS there are stretches where you don't even need to quest or do anything but dungeon. Run a battleground. While you could argue that doing well at BG running as you level up and at max level takes some time and effort, if you want to risk queueing in whatever gear you have, it's simplicity itself. Getting ready to raid at max level. The game now has catchup mechanisms in place for players who start later. If you just got your alt to 90 and are switching to it for raiding, deciding to give raiding a try for the first time, or what have you it's not the case that your raid group is compelled to run you through previous raids for attunements and keys, much less gearing you through older raids to get ready for the current content. Find something to do. You could even argue that there's too much to do, or that it feels too mandatory. But you can't argue you don't have options - if you don't want to run dungeons, raid, or PvP there are pet battles, daily quests and scenarios you can do. So the question then becomes this: is it better or worse for the game that these things are easier? For that matter, are they easy enough?

  • Breakfast Topic: Which is the hardest class to play?

    by 
    Sarah Pine
    Sarah Pine
    03.26.2013

    I have been informed by The Management that the answer to this question is a rogue. This is probably objectively true. Rogues are a finicky class to play. Gearing can be an inordinate pain, with new pieces of gear often requiring complete regemming and reforging for optimal DPS output. Rotations, priorities, and situational attacks are also quite complex, and I have a lot of admiration for accomplished rogues. I have a rogue myself, and if I'm away from her for even a few days, it takes me a little while to get back into the rogue play style groove. However, I cannot truthfully say that a rogue is the most difficult class for me. My main is a druid, and I have played feral spec since I started WoW (though I raid and run dungeons mainly as Restoration - I prefer healer queue times, who doesn't?) so roguish game mechanics are pretty familiar to me. No, to me, the hardest class to play would be a death knight. I have never been able to make sense of death knight mechanics. I can recite them: abilities consume runes, which produce runic power, which is necessary for other abilities. In practice, though, when I play a death knight it always eventually boils down to button mashing, which is not fun at all. So, despite having rolled a death knight at least three or four times, each in an attempt to finally stick with the class, I've given up. Death knights and me, we just weren't meant to be. I still don't understand why, though, because honestly the concept behind both death knight and rogue mechanics is really similar! It doesn't make any sense that I'd be perfectly at home with one class but not the other. What gives, brain? I feed you and give you sleep when you need it, the least you could do is be more consistent in your virtual-world data processing, okay?! Alas, I cannot change the natural order of things, and death knight mastery will likely remain my World of Warcraft white whale. What about you, fair readers? What is the hardest class for you to play?

  • Plague, Inc. gets a new virus, delivered in an interesting way

    by 
    Mike Schramm
    Mike Schramm
    02.26.2013

    Plague Inc. is one of the most popular strategy games on the App Store: It's a title with the gory premise of you controlling a plague running around the world, trying to infect as many people as possible before the rest of humanity can come up with a cure. The game's latest update is out this week, and it adds a new virus to play with called the "Necroa" virus. This virus reanimates dead people and causes them to want to attack the living -- in other words, it creates zombies, and the update comes with an extra opposition force called Z Com to mix up the strategy a little bit. But even more interesting than the new update to the game is how it's being distributed. If you can beat (or have beaten) Plague Inc. on the highest difficulty, you get the new content for free. If you can't, then you can get the content via an in-app purchase of US$1.99. I haven't seen an app do that before. Of course, a lot of apps have sold convenience items via in-app purchase, or used purchased items to let players reach goals faster, but I haven't ever seen a developer make an item available based on difficulty. We'll have to see exactly how that works for them as the update goes forward. In the meantime, the update is live right now, and you can download Plague Inc., if you haven't yet, for 99 cents.

  • The Daily Grind: What quest has frustrated you more than any other?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.12.2013

    I have a relatively acrimonious relationship with most of The Secret World's investigation missions for reasons too ornate to detail here. Hell and Bach, however, deserves special mention. It's not that it's one of the game's worse examples, but that the actual mechanics behind clearing the mission are very finnicky. You have to click a series of symbols in just the right way to spell out a phrase, but the symbols are close together, it's easy to miss a click, and to top it off it won't work if you have the reference guide open as you do so. For all-time frustration, that mission ramped up pretty highly, although I enjoyed it once I cleared it. But it's not about what frustrates me, it's about what frustrates you. So what quest has frustrated you more than any other? Was it unclear in its objectives, or were its clearly stated objectives just dizzyingly hard to actually accomplish? Or was it something even more mundane, like a Final Fantasy XI quest that irritated you because you could never find the other people to do it with? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Pid receives 'Easy Mode' on PC

    by 
    Sinan Kubba
    Sinan Kubba
    12.04.2012

    Might & Delight patched a new 'Easy Mode' into puzzle-platformer Pid earlier this week. The Swedish studio redesigned levels to lower the mode's difficulty and shortened boss fights. Normal Mode also sees some tweaks, with the developer saying changes were made based on feedback from critics and fans.In our review, Garrett Martin grew frustrated with the game's difficulty spikes, and Might & Delight now says those spikes are "lessened" thanks to the update. Overall, Garrett rated Pid at two and a half stars, saying the game comes alive when it sprinkles puzzles on top of its straightforward platforming, but also "makes a few crucial mistakes that similar recent games avoided."If you want to try but not necessarily buy Pid for yourself, the game now has a demo available on Steam.

  • Mann vs Machine update adds new difficulty settings and matchmaking options

    by 
    Mike Schramm
    Mike Schramm
    10.11.2012

    Valve has released a big update to Team Fortress 2's 'Mann vs. Machine' game mode this week, which of course pits human players against an army of invading robots. The update adds two new difficulty settings called tours, one tougher and one easier than the current mode, along with some new loot found throughout the two tours.Players will also be able to search for multiple missions or tours at a time. Matchmaking updates should make it easier to find and keep groups while playing: once you find a team and defeat a mission, teams will stay together. Good thing, too – those robot hordes aren't going to destroy themselves.

  • Star Wars: The Old Republic livestream discusses free-to-play, HK-51, and scaling

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.21.2012

    The community team behind Star Wars: The Old Republic hosted a livestream, and as you can probably imagine, the whole session has been recorded already by the team from Darth Hater for your viewing pleasure. But if you want to know the highlights and you can't wait for a more detailed take (say, from next week's Hyperspace Beacon), you can always get the rundown of some of the bigger points from the half-hour session. For those currently playing, HK-51 can be expected before the end of the year, with Cathar getting a somewhat more ambiguous release of whenever the species is ready. There will also be other species to be unlocked when the free-to-play conversion goes live, along with moddable gear (without endgame stats), mounts, and pets. The team is also looking into implementing a hood toggle for the Force-using classes of the game and scaling content down in difficulty for smaller groups of players. Check out the full recording past the break, or just take a look at the highlights.

  • Diablo 3 Inferno Difficulty monster damage balance tweaked

    by 
    Mike Schramm
    Mike Schramm
    09.18.2012

    Blizzard is making a few tweaks to Diablo 3's Inferno difficulty yet again. The developer added more high-level drops to the difficulty before, and this time it's effectively reducing the damage monsters will do in that mode. As Technical Game Designer Wyatt Cheng says, Blizzard is reducing the potency of player defense spells and reducing the monster damage, which means that monsters in Inferno won't hit as hard overall.Why? Some defensive skills, Cheng says, were made so effective that players consider them essential. Energy Armor, for example, is used by 83 percent of level 60 wizards, and War Cry's Impunity modifier is used by over 87 percent of barbarians. Nerfing the monster damage and the effectiveness of these spells is supposed to let players go to other options, rather than just walling up defense all of the time.Cheng says there are more changes coming: A new "monster power" option to up the difficulty for higher rewards; and a tweak to the monk's One With Everything skill. We'll stay tuned for those.

  • DC Universe Online's update 18 goes live

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.05.2012

    If you're hoping for a bunch of new content with the latest update to DC Universe Online, you'll be disappointed. If you're hoping for a better system of player rewards and more challenging encounters, you'll be quite pleased. Game Update 18 ushers in several changes to the game's challenges, alerts, and duos, providing players with both a smoother set of progression content and a more unified system of rewards. Aside from reorganizing several pieces of group content into clearer progression tiers, the update unifies reward currencies into Marks of Triumph. Reward items are all purchased via Marks of Triumph, with higher-tier items requiring a correspondingly larger number of Marks. Players will also receive a weekly award box the first time they clear a Tier 1 through 3 challenge within a week; these award boxes contain both Marks of Triumph and a random level-appropriate item. For more details on the particulars of these revisions, take a look at the full update list, or just log in and start playing.

  • Rosh Online update brings the pain via challenging endgame dungeons

    by 
    Jef Reahard
    Jef Reahard
    01.26.2012

    Free-to-play fantasy MMO Rosh Online is flush with its first major content update. The game's level cap is jumping from 55 to 65, and two new maps (Lupinel Chapel Catacomb and the first two floors of Sentryheil Tower) are now available to adventurers across the lands of Asmara. The new maps aren't for the faint of heart, as Ignited Games has populated them with "daunting quests and nightmarish boss monsters." Both dungeons are designed for endgame players, with the Catacombs targeted at level 56 and up, and the Tower providing something to do for players at 61 and above. The game's latest update also adds new enchantment items to help with the increased difficulty of the new content, and Ignited has expanded the item shop with "a host of new gear." [Source: Ignited Games press release]

  • The Light and How to Swing It: What happened to encounters that were interesting to tank?

    by 
    Matt Walsh
    Matt Walsh
    01.13.2012

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Protection specialist Matt Walsh spends most of his time receiving concussions for the benefit of 24 other people, obsessing over his hair (a blood elf racial!), and maintaining the tankadin-focused blog Righteous Defense. Cataclysm has been a fairly, er, cataclysmic expansion when it comes to the status quo of tanking. For starters, threat was decimated with the introduction of Vengeance and nigh removed from the game with the recent buffs to threat generation. Likewise, variability in the number of tanks a fight required seemingly died along with Halfus Wyrmbreaker. And, perhaps most troubling of all, the profession of tanking has generally been made less and less interesting as far as encounter design is concerned. What makes a fight "interesting"? If you think back to some of the fights in previous tiers, the most interesting ones were always the most demanding ones -- the ones that required you to juggle multiple balls over the course of the encounter. These balls could be one of many mechanics. To name just a few: Picking up adds that are dynamically joining the fight Shepherding adds to a specific location Hitting cooldowns to counter a near-death attack Moving out of hazards constantly Taunt swapping boss on a debuff Combating the threat output of buffed DPS And countless other tropes that I've neglected to list. Reading any of these, you can think of a number of mechanics that Blizzard has constantly repeated that encompass them. It's a fairly limited bag of tricks, and Blizzard has done a bang-up job mixing and matching a handful of them and compiling the resulting smorgasbord into some of the fights we have known and loved.

  • Breakfast Topic: Are heroics really heroic?

    by 
    Anne Stickney
    Anne Stickney
    12.29.2011

    Uh-oh, it's semantics time again, combined with a trip to the way-back machine, even! I still have nightmares about heroics back in The Burning Crusade when they were first introduced. In order to even get into heroic dungeons, you needed a key, and to get that key, you needed a certain amount of faction reputation. When The Burning Crusade launched, you needed to be revered to get a key; this was later reduced to honored. Needless to say, it took a very long time before anyone could step into heroic modes -- and they were difficult, to say the very least. Trash respawn timers were tight. If you were lucky, you could get to the first boss before the trash started to respawn on you, and if you wiped on the first boss, you got to enjoy the experience of clearing all that trash all over again. Bosses were incredibly difficult, as well -- healing was an absolute nightmare. These days, in comparison, heroics are ridiculously easy. No, I am not kidding you. They are a breeze compared to the early days of The Burning Crusade. You don't have to work to get into them other than obtaining the appropriate gear, and once you're inside, the bosses aren't that much of a struggle. So that leads to the question we were pondering in work chat -- are heroics these days really heroic? Sure, the items you get from the dungeons are better than your normal dungeon gear, but the difficulty of the dungeons isn't really ramped up anywhere near the extreme that we saw in The Burning Crusade. To me, heroic mode still equates to that antiquated BC model, where heroic meant hard mode, and hard mode meant You will want to stab yourself in the eye with a fork three pulls into the place. There is something to be said about the sheer relief and sense of accomplishment you got when you cleared one of those old dungeons; you really felt like you'd done something great and played to the best of your ability. In Mists, we're looking at an endgame that doesn't even have normal mode dungeons -- at level 90, you simply leap into heroics. My question is whether or not the term "heroic" even has meaning at this point. We've gone from hard mode and a rep grind, to a slightly less severe rep grind, to not needing a key at all, to heroics you can simply AoE through without having to think too terribly hard about any given thing. Should heroics still be called heroics? Or are they simply regular dungeons that give better loot, now? What do you think?