

On lower settings in a certain level there were pink demons that would burst out of the walls when you had to backtrack near the end of the level. But difficulty level made a huge difference, so much that one of my most memorable moments ever playing the first Doom was in the change in enemies between a lower difficulty and the highest (non-joke) difficulty, Ultra Violence. Enemy health and damage did not change with difficulty level. The original Doom games had more enemies and more of the harder enemies on higher difficulties, sometimes placed in more tricky locations as well.

I probably used too much bold here but emphasis felt important.

This took a while to write so I do hope it helps clear up why people complain about difficulty so much, and the opportunities that are missed when games just do stat changes as difficulty.

The more modern YS games tend to withhold some of the nastier boss attacks on normal difficulty as well, but they're not too easy unless you switch to easy mode. Unreal Tournament 's bots being better at switching between defense and offense in team modes, as well as becoming better at finding/reaching the more hidden areas of a map (assuming the map is properly built with AI hints), in addition to just becoming better shots. Most decent/good shmups put up a good fight anyway, but if they have a difficulty selection expect higher difficulties to throw in adjusted enemy placements, enemies spitting out extra bullets when killed, adding aimed shots in sections where you also have to dodge fixed bullet patterns, bosses that become immune to and/or have revenge attacks for your super-bombs and things like that. Super Meat Boy -> where the Dark World versions of the levels count as the hard mode Good examples (outside of the already cited DmC: Devil May Cry and other entries in that franchise) are: It's not a problem if "Normal" mode still throws out enough to keep the average player challenged, even if harder modes give you more chances of making mistakes. That really all depends on what the lower tier is tuned to though. "but making a lower tier AI with less actions for anyone not playing it on hard is idiotic." Most of new game+ "difficulty" just comes from stat boost but i guess it being hard ( not conventionally hard at least imho ) kinda gets away with it more easily.Īnyway,thanks for reading if you did it at all and here's a little ( probably easy ) game. To be perfectly fair Souls are guilty of this as well. You just waste more time grinding levels/items or just plainly abusing checkpoints and/or hoping to get lucky. You are not really getting better by playing hard modes like these. They should produce double the engagement and triple the fun from player since you are put to your limits as a player. Hard games are not supposed to be frustrating. This is so cheapest and most uninspired way of making your game 'hard'. they just hit harder and have more health. They do not act smarter,they do not act in any new or unpredictable ways. And great deal of games are guilty of this - just bumping stats of enemies. To the point - I love myself a hard game ( I'm Souls junky what can i say :3 ) and obviously i m playing VV on hard mode as well ( Now this might sound like i'm criticizing this game in particular but i am really not,just using it as an example since my experiences with it are fresh and current. You have main protagonist voiced by same voice actor who did voice for Geralt of Rivia,Stanley's parable narrator voicing main antagonist ,game runs/looks/plays very well. So i've been playing Victor Vran a lot lately and what a genuinely good game it is.
