This image has the same effect on old-school NES gamers as a cross on vampires. |
(A slightly different version of this article was published on GamesBeat Unfiltered.)
There’s
a secret to figuring out just how good the game you’re playing is, and it’s
very simple: play on the highest difficulty level. As far as the things that
make or break the gaming experience go – controls, hit detection, camera, etc.
– this is the only way to really find out how well everything works.
Naturally,
many of you are already questioning this assertion. You’d think that controls,
camera, aiming and other commonly-infuriating video game elements would show
their strength equally well regardless of difficulty. However, the reality is
that you will rarely be able to judge them fully when playing on lower
difficulties. To explain why, let’s talk a bit about the right and wrong ways
to make a game more difficult, the importance of playing on the highest
difficulty level, and why I think most game reviewers are slacking off on
Normal.
RAISING THE DIFFICULTY: YOU'RE DOING IT WRONG
As an example, let's take one of the best reviewed games of recent
years, Mass Effect 2. If you are not familiar with the series, then first of
all, go play Mass Effect 3 right now. Now that you know that ME is a
squad-based action-RPG, we can move on.
One mission in ME2 pits against three waves of enemies: the first wave
consists of varren, the lizard-dogthings in the image below, while the other two waves consist of ostensibly more formidable
creatures. I say "ostensibly" because unlike on easy or medium
difficulty, where the varren are pushovers and the other enemies are the main
challenge, on harder difficulty settings, the varren are going to kick your ass.
And you thought the Reapers were the biggest threat to organic life. |
Why?
Well, on lower difficulties, the varren hordes can be quickly disposed of by
using explosive weapons. Hell, if you’re playing an Adept (basically a
magic-user), you can use an ability called Singularity to make all of them
float around helplessly while your squad takes them down. Chances are, the
varren aren’t even going to touch you.
On
higher difficulty levels, though, things aren’t so simple. Here, the varren
have an additional layer of armor, so that not only can they take a lot more
punishment, but since many special abilities, including Singularity, have no
effect on armored enemies, the varren can’t be floated until you soften them up
a bit. Chances are, you’re going to get ganged up on pretty fast.
At
this point in the game, several harrowing realizations will dawn on you. The
first thing you’ll notice is that this game really doesn’t know how to handle
close quarters combat with enemies half your size. Once a varren gets up close,
it is practically impossible to attack him. If there’s just one, you can
probably punch him and knock him back right before he takes a big juicy bite
out of your leg. If two or more have gotten to you, though, you’re pretty much
done for.
At
this point you’re likely to think: OK, melee won’t work here, but I can at
least run when varren get close. Time for your second realization: the running
mechanism in this game is utterly broken. Your character can run for a limited
amount of time, but it is so hard to move when running that you are very likely
to run into a wall that your character should have seen, mostly because the
camera doesn’t shift perspective when you veer left or right. Worse yet, your
character automatically dives into any cover you run towards, so you’re all too
likely to accidentally duck next to a rock while running, very nicely allowing
the varren to eat your face with minimal effort. The third realization is by
far the most horrifying: that ME2 is one of those games where you are knocked
back when hit by enemies, regardless of whether you got hit from the front or
from the back.
Don’t
get me wrong, I’m a huge fan of the ME trilogy, but as far as I know, this is
the only game of its caliber that managed to get away with characters floating
in mid-air while walking down slopes, falling down through infinite holes in
the floor, and various violations of the laws of physics. The only way I can
think of to explain why this game managed to become so critically successful,
even outstripping the sublime ME3, is that almost no one reviewed on a
difficulty level higher than normal. There’s just no excuse for an encounter
with alien dogs taking me ten times as long as beating the final boss.
As
I was trying to overcome the mighty varren, stopping only to go buy new
controllers to replace the old ones that I angrily broke in half, I suddenly
started getting flashbacks to the days of my youth. See, in the old days of the
NES, we didn’t have your fancy “difficulty levels”, or “online walkthroughs”,
or “saves”. Back then, you had exactly one way to play a game: nightmarish,
hellish, insane difficulty, and there was no one there to help you figure it
out. It was so common for NES games to be teeth-grindingly hard that they
inspired a term used to this day to describe impossibly difficulty games:
Nintendo Hard. Bayou Billy, Castlevania, Ninja Gaiden, and many other games
from that period showed you the Game Over screen so often that they must have
given violent personality disorders to an entire generation of gamers, or at
least that’s why I think GTA is so damn popular. Nowadays, it’s taken for
granted that beating a game shouldn’t take more than a few days of playing,
even if you really suck: just keep trying and you’ll get there. In the NES
days, only the best and most devoted got that distinction.
In the 80s and 90s, the Nintendo Hard phenomenon
was an artifact of the gaming industry’s backwardness: a lack of experience,
which made it harder for developers to anticipate problems, as well as
inadequate technology, which took its toll on gameplay mechanics. Things like
being unable to attack when going up stairs, or getting knocked back into the
abyss when jumping into a platform by an enemy you couldn’t see before, were
likely the result of the limitations of consoles at the time rather than
conscious design choices. Nowadays, such flaws are much more difficult to
justify, especially coming from major developers.
YOU'RE DOING
IT WRONG PART II: BREAKING THE RULES
I
give Mass Effect 2 a hard time for the atrocious design flaws that the armored
varren expose, but the armor itself is actually a great way of making the game
harder. By giving enemies more powers and better defenses, the game forces you
to take the strategies you have already developed for playing the game and
upgrade them, challenging you without screwing you over. The complete opposite
of that is changing the rules of the game on you, so that your old methods just
don’t work at all. And when I started playing The Last of Us on its highest
difficulty, Survivor, that’s exactly what the game did to me.
In
case you don’t know, a lot of the enemies in TLoU are zombie-like things called
Infected. The most common types are Runners, who mostly look and act like most
zombies you have seen in other games and movies, and Clickers, who look, shall
we say, more exotic. Since a group of Infected can be very dangerous, and even
individual Clickers are instant kills, you’ll be using stealth a lot of the
time to engage them. On Hard and lower, it’s pretty easy to crawl up to
Runners, but you have to be slower and more careful when trying to sneak up on
Clickers, who have perfect hearing.
"They're charging HOW MUCH for an Xbox One?" |
On
Survivor, things are quite different. Here, sneaking up on Runners is next to
impossible. And while you might think this is OK, there are two problems with
this. The first is that, while sneaking up on Runners is made extremely hard,
sneaking up on Clickers is as easy as before, meaning that Clickers, with their
supposedly excellent hearing, are actually more susceptible to stealth attacks
than Runners.
The
other problem is that rather than forcing you to play more intelligently, this
change actually forces you to be dumber, relying more on brute forces and less
on planning and sneaking. Take for
example one of the first encounters in the game, which pits you against four
Runners and a Clicker. What I would do on Hard is sneak up on each of the
Runners – which had to be done perfectly, otherwise they would summon the
Clicker to rip out your jugular with an instant kill – and then eventually I’d
take the Clicker one on one. I had to be very quiet and careful, move around
elegantly, making sure I didn’t cross another Runner’s line of sight while
moving – in short, I was Solid Joel, and it was glorious.
On
Survivor, I quickly realized that this tactic has absolutely no chance of
working. I tried to think of other things to do, until finally I had a really
stupid idea: since only the Clicker kills you instantly, I could use a gun to
take him down first. This would alert all the Runners to my location, but hey,
I could probably take them down in a fist fight. It’s the Ryu Hayabusa school
of fighting: make as much noise as possible killing the first guy and then beat
the rest into a bloody pulp. Only Ryu Hayabusa is a ninja with a sword, while
Joel is a middle-aged man with a two-by-four. But what do you know: on the
highest difficulty of a supposed survival-horror game, brute force was indeed
the way to go.
Frankly, I don’t know which is worse: games that
are difficult because of bad design or games that are difficult because they
just behave differently on different difficulty levels. In both cases, the
feeling is that the game is harder for all the wrong reasons. I think the most
important thing to remember, when developing, reviewing or playing games, is
that being challenging and being frustrating isn’t always the same thing.
Keeping that in mind just might make video games a lot more fun for all of us.
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