
Should RETURNAL have an Easy Mode?
A video game's difficulty can define the player's experience. If a game is too challenging, the player might give up in an effort to have fun elsewhere. On the other hand, if a game is too easy, the player could feel let down -- leaving a feeling of non-accomplishment. With the release of Housemarque's Returnal, I thought it'd be a great time for us to discuss difficulty in video games. How can developers prepare their players for the coming challenges? Is there a single solution that solves this issue, or should multiple approaches be considered?
#Returnal #DifficultyInGames
CHAPTERS:
Intro - 0:00
Returnal's approach - 0:40
Try before you buy - 2:06
Immersion over everything - 4:00
Ready for the challenge? - 4:23
Always back to Dark Souls - 5:03
Spitballing ideas - 6:07
What do you think? - 6:33
Outro - 6:52
Bonus! My Returnal button mapping - 7:21
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