Recently, I’ve gotten back into Bloodborne, last year’s infamously difficult PS4 exclusive successor to the Souls series of games. Much like it’s predecessor, Dark Souls, Bloodborne is well known for being punishing and unforgiving, as well as generally nebulous.
There’s a brutal competition being waged in Mario Maker right now, and it’s inspiring people to make the most hellish Mario Maker courses they can think of.
Back in 1994, I spent time — far, far too much time — trying to make the combat system in this game work for me; I loved Captain Picard, Commander Data, and Lieutenant Worf that much, but it’s so counterintuitive, so tedious, and so time-consuming, that it ruins the entire experience — even though it only makes up…
Difficulty is always a thorny issue in video games. One gamer's crushing slog through a dungeon is another's mindless loot grind. People are particularly divided about Shadow of Mordor's difficulty right now: some find it too hard, many others too easy. The latter group has begun some interesting experiments.
The fall is usually a time for people plow through the latest and greatest games. This year, however, I've also been revisiting an old friend of sorts in Diablo III. But as I work my way through the game anew on my PS4, a big problem has flared up once again: something about its difficulty still feels...off.
Back in January of last year, Irrational Games announced that BioShock Infinite would have a hardcore 1999 Mode, which would make players pick a specialization that locks them into a set framework of powers and skills. There'd be no going back on those choices and death would be permanent. Back then, Irrational said…
This morning, I got an e-mail from a Kotaku reader named Jaime.
A couple of months ago, if I started a new game—no matter what it was—I'd start off on a high difficulty. At the very least, I'd go for normal, but only if it was clear that normal would provide a challenge. I reasoned that nowadays ‘normal' is geared toward a more general audience which may be less familiar with…
In today's completely insane edition of Speak Up on Kotaku, commenter MSumm rages over the difficulty of The Legend of Zelda: Majora's Mask and then begs to be hit harder.
Today's gamers crave choice. Choice in how they progress through a game; choice on how they develop their character. The gamers of 13 years ago needed not these things, which is why Irrational Games is including the punishing 1999 Mode in BioShock Infinite.
In these heady days of Skyrim, Portal 2, Batman: Arkham City, and The Legend of Zelda: Skyward Sword, have we overlooked a hidden gem in Serious Sam 3: BFE? Commenter DocSeuss seems to think so, and he'll tell you all about it in today's Speak Up on Kotaku.
Dorkly's rewritten the theme song to Konami's 1989 Teenage Mutant Ninja Turtles game for the NES to reflect the overall quality of the title. Oh come on, it wasn't that bad, was it?
Was Flying Wild Hog's cyberpunk shooter Hard Reset too hard for you? Patch 1.01 eases your pain, removing weapon cooldowns, improving gun swapping speed, tweaking the sprint system, and allowing players the mercy of mid-game difficulty changing. Pansies. [Steam Forums]
Commenter Sir BeefyChu is looking for super difficult challenges lurking in otherwise normal games in today's episode of Speak-Up on Kotaku.
Kotaku commenter SuicidalEarthworm (don't do it!) feels that video games are handling difficulty wrong, getting progressively easier instead of more difficult. Add your two cents in today's Speak-Up on Kotaku.
Science has not told us whether notoriously hard video game Super Meat Boy is tougher than notoriously hard N+. So we must rely on a second-best method.
Video games are too big, and too hard. Even for those of us that will argue against this notion until we're blue in the face, there is an increasing amount of data that proves it. Here's what seems to be going on in game development right now to address it.
If you'd like to play video game football but you stink at it, don't worry. The next Madden will put a voice in your ear, telling you how to excel.
Rockstar says Red Dead Redemption will feature three different difficulty modes, and while they're limited mostly to just the game's aiming feature the studio is calling the variable difficulty a first for any open-world game it's ever built.