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What are you most excited about for E3?


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AndreaAC

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Heeheehee.

Not wholesome like I intended, but much funnier. :laugh:

Hmm...

*has a brainwave*

What if we had Smashboards themes based on actual Smash Bros. characters.

Smashboards Mario, Smashboards Luigi, Smashboards Peach, Smashboards Samus, Smashboards Ridley

etc etc

Just a random thought.
XD Yay! Glad you liked it!

O • O Oooohhh...give me the Smashboards Ridley theme NOW! :D Pretty Purple!
 

Hinata

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Objectively, though, let's say FE Fates had a good story. If you just want to see the story, couldn't you just watch a let's play instead of paying money? Why pay to play if a person does not want to play?
Aha, and therein lies my one criticism with certain difficulty modes. Recently, developers have been putting in "easy modes" that are so easy the game basically just plays itself for you.

Take Catherine: Full Body as an extreme example. ATLUS is adding a mode to the remake of Catherine where Vincent will just automatically take the best route up the puzzle sections without any player input.

But what's that? That's STILL too much work for you, you say? Well, don't worry, ATLUS has your back, because they're also adding an option to just SKIP THE PUZZLES ENTIRELY.

YOU KNOW, THE STAGES THAT MAKE UP 90% OF THE ****ING GAME?
 

osby

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I do. I think the only series I haven't done that for is Ace Attorney because over half of the appeal is finding the contradiction in the testimony. I even recommend if you don't like playing it to just go watch an indepth playthrough. Otherwise, **** like Danganronpa or 999? YouTube.
Problem with this is that you are essentially pirating the game and don't support the developers for making more of it.
 

Diem

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As someone who's put in about 1000 hours across all three Dark Souls games, here's my insight on challenge: those games aren't actually all that difficult. The only reason people uphold them as absurdly difficult is because of memes and unskilled journalists.

When I was new to the games back in 2014, I used save editors to cheat and give myself higher stats and upgrades, because I was irritated and didn't entirely know how to face certain challenges. But by the end of the year, I was able to take those training wheels off and realize I never needed them to begin with.

What I came to learn is that Dark Souls's main difficulty is because it's an entirely unique genre compared to most action-adventure games. And just like any genre that's new to you, there's a learning curve. For example, I've spent thousands of hours of my life playing first-person shooters. Hand me a new shooter, I'll pick it up pretty quickly, just because I'm so experienced at it.

FromSoftware's games had been pretty niche until Dark Souls's explosive popularity, so not many people were familiar with the genre. Combine that with its minimal exposition about game mechanics, open-ended world design, scarcity of bonfire checkpoints, and everyone from journalists to casual gamers only saying how the game is super difficult, and you'll get the impression that these games are just about "**** you" difficulty that is designed to be unfair, when that's not the case. Especially for casual gamers who like to pick up a game, play it through once, say they beat it, and then never touch it again.

Very little challenge in the Dark Souls games are unfair. The first game is the roughest, with moments like the Capra Demon and the Anor Londo archers, along with certain poorly executed mechanics like curse, but otherwise there are a variety of strategies to overcome any area or enemy. Even the notorious parts and areas like Blighttown aren't too terrible once you understand what it is that makes them challenging and how to face it. Sometimes the game will spring traps meant to catch you on your first visit, but even those aren't always unavoidable or fatal.

I actually sometimes played Dark Souls games to relax, since they weren't fast-paced multiplayer games and I had come to understand their difficulty and mechanics. Most deaths in those games come from the player being punished for huge, obvious mistakes, not because the challenge is so overwhelming you have to be busting your butt in each moment of combat or else "YOU DIED".

By the time Dark Souls III came around, and especially when its DLC's were released, I was able to beat some of the areas and bosses without dying a single time, with no cheating or manipulation whatsoever. I'd just become so practiced at the games that I often understood how to react to and face the challenges smartly, even if the areas and enemies were unfamiliar.

It's the same with platformers. My brother, who's hardly played platformers, gets his ass handed to him by Shovel Knight, and for a while, Hollow Knight. But then recently he returned to Hollow Knight, was more familiar with the challenge and the genre, and has been playing it nonstop and considers it one of his all-time favorite games after initially hating it.

Some games do have unfair difficulty. A lot of older NES-era games were like that, because video games were relatively new, and game design wasn't entirely understood yet. NES games like Castlevania would do things like make you fight two axe-throwing knights who each take 9 hits to kill while also having a neverending stream of Medusa heads flying around the room while you have very few defensive options and no way to recover health. That's just straight up unfair and poorly designed.

But very few games today that are inherently difficult are unfair by design. Their difficulty is just because it takes time and practice to understand and learn the game. And nowadays when many people don't seek to play games more than once, including YouTubers or streamers who may or may not be too skilled at games to begin with, it's easy to get the wrong impression from difficult games.
 

Schnee117

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I do. I think the only series I haven't done that for is Ace Attorney because half of the appeal is finding the contradiction in the testimony. I even recommend if you don't like playing it to just go watch an indepth playthrough. Otherwise, **** like Danganronpa or 999? YouTube.
But part of the appeal in Danganronpa and 999 can be figuring out who the killer is and the ultimate mystery yourself instead of watching someone do it.
Part of the fun in FE Fates' Phoenix mode can be inserting yourself in with Corrin. You still have a degree of interaction with the actual gameplay. You just get punished less if you mess up or if RNG ****s you.
 

staindgrey

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Aha, and therein lies my one criticism with certain difficulty modes. Recently, developers have been putting in "easy modes" that are so easy the game basically just plays itself for you.

Take Catherine: Full Body as an extreme example. ATLUS is adding a mode to the remake of Catherine where Vincent will just automatically take the best route up the puzzle sections without any player input.

But what's that? That's STILL too much work for you, you say? Well, don't worry, ATLUS has your back, because they're also adding an option to just SKIP THE PUZZLES ENTIRELY.

YOU KNOW, THE STAGES THAT MAKE UP 90% OF THE ****ING GAME?
I see your point. And I agree with it. But I have to admit something.

There are times when I want to play through FE:Awakening or Mass Effect 2 or some other 30 hour long story-heavy game to relive the character moments I love so much... and I don't because I don't have the time to commit to all that gameplay.

The common answer is "look it up on Youtube", but if there were a "**** the gameplay, just show me all the supports" option in Fire Emblem I would probably use it after my first/second playthrough. Don't shame me.
 
D

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Guest
that happend to me once. one person said "this ***** gotta go, they are holding us back" So I picked a person I didnt care about then something happend and all of the sudden I was down to one person right after kicking the person out. at that point I gave up and let him die
Best part about the PC version of that game is that modding your own characters into it is super easy if you know how to edit the sprite sheets:

20190403163038_1.jpg


20190403163042_1.jpg
 

Scoliosis Jones

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It’s weird to think about it, and I am absolutely for inclusiveness, but...does literally everything have to be catered to literally everyone? Through difficulty, especially. I’m not talking about society, mind you. That’s a different conversation.

I mean, that isn’t to say that folks shouldn’t be able to play a certain game. I don’t even play the Dark Souls games, or Bloodborne, or even Sekiro. But the thing with those games is that they’re extremely difficult. That’s how those games are built. That’s how they’re designed.

I often have a similar outlook when it comes to books. I’ve been told about certain books, where the author gets slammed online for a certain choice in their story (mainly from the left politically, which is something I find quite ironic as something of a center-lefty myself) and then the author either greatly changes the story from the original they planned for, or doesn’t release it at all. This in itself is harmful, especially when the reasoning by fans to do so is flimsy.

For example, an Asian American author wrote a story in which characters were enslaved, as it was based on actual events and ideas that exist where she came from. She was harassed on Twitter to change it because it “encouraged slavery and discrimination”. Obviously, that’s complete nonsense. Slavery is a horrible thing, but as soon as we actively forget about talking about it and making sure we don’t repeat it, it will be repeated. It shouldn’t be erased, but prevented from happening again. It was not glamorized. It was not glorified, yet because of the angry mob, the author did not release their work.

Coming back to games, there’s a certain identity that comes from games that posture themselves the way From Software has. Their games are hard. They’ve catered to players that want the experience. That’s part of why I haven’t played them, because it simply isn’t for me.

Now, I personally have no investment in them making an easy mode in the game. But if they do, it should still be difficult. To take out the aspect that defines a game seems anti-thetical to it in the first place. It’s like taking out the horror from Resident Evil, it removes the identity and the reason people play it.

There’s also the fact that players are supposed to learn from their mistakes and beat previously challenging bosses and enemies. That’s part of the game. To make it easy removes that, making it less like a From Software game.

Granted, I think there’s value in adding an easy mode. I just think that when the series itself is defined by the difficulty, it’s not even the same game anymore if you play it on easy, which defeats the purpose. You’re not even playing it the way it was intended.

I hate to say “git gud”. But if you want to play the game, then you have to embrace the game. Just like the real world, when we’re faced with a hurdle, we’ve got to find ways to adapt and overcome it. We can’t just ask for the bar to be lowered. You have to meet that bar.

Then again, we’re talking about games. It’s a tough issue because I don’t really think there’s any one right answer, but maybe a combination. I would say add an easy mode, but make it still difficult so it’s not a game that someone can just blindly walk through.
 
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Hinata

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Just got curious. Who is the chracter in your avi?
Ai Mizuno from Zombieland Saga.

I see your point. And I agree with it. But I have to admit something.

There are times when I want to play through FE:Awakening or Mass Effect 2 or some other 30 hour long story-heavy game to relive the character moments I love so much... and I don't because I don't have the time to commit to all that gameplay.

The common answer is "look it up on Youtube", but if there were a "**** the gameplay, just show me all the supports" option in Fire Emblem I would probably use it after my first/second playthrough. Don't shame me.
Now, see, that's fair. If you're goin' through the game again, by all means, use whatever it takes to skip through the monotony. But the features are advertised as making Catherine "more accessible", and I'm just like "yeah, sure, you're making things real accessible by letting people just not play the game!"
 
D

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Problem with this is that you are essentially pirating the game and don't support the developers for making more of it.
I would feel bad if I was actually pirating the game, but it's just the age we live in. It's more efficient for me as a consumer to watch a visual novel if I don't want to play it. Same goes for any game.

But part of the appeal in Danganronpa and 999 can be figuring out who the killer is and the ultimate mystery yourself instead of watching someone do it.
Part of the fun in FE Fates' Phoenix mode can be inserting yourself in with Corrin. You still have a degree of interaction with the actual gameplay. You just get punished less if you mess up or if RNG ****s you.
I know 999 is also a puzzle game where you look for clues to figure out how to escape the room. If you don't like that, though, that's why I recommend let's plays. My issue with Danganronpa was accessibility because I don't have a PC that can run Steam games nor a Playstation console. In retrospect, Danganronpa wasn't a fair example because I did like the first game's gameplay when I had it.
 

KMDP

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Aha, and therein lies my one criticism with certain difficulty modes. Recently, developers have been putting in "easy modes" that are so easy the game basically just plays itself for you.

Take Catherine: Full Body as an extreme example. ATLUS is adding a mode to the remake of Catherine where Vincent will just automatically take the best route up the puzzle sections without any player input.

But what's that? That's STILL too much work for you, you say? Well, don't worry, ATLUS has your back, because they're also adding an option to just SKIP THE PUZZLES ENTIRELY.

YOU KNOW, THE STAGES THAT MAKE UP 90% OF THE ****ING GAME?
It really sounds like they should have had a hint system instead.

I'd suggest something like Pokémon Shuffle's hints, if you wait a second, the game will give you a hint as to where to move a piece.

Obviously, you'd want to be able to turn it off, since you might want to get your bearings and look at the puzzle layout, and in that case you wouldn't want the game just giving you the answer if you don't immediately see it. You can't turn off Pokémon Shuffle's hint system, and even then, it doesn't necessarily give you the right answer, so sometimes it's just a distraction.

So, basically; with the hint system I have in mind on, if Vincent stands still for a certain period of time, the game will point you in the right direction, it might not point you to the optimal path, but it gives you an idea of what to do next. Balanced well, the punishment for using it is that waiting for it to activate eats into your time.
 
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Michael the Spikester

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Still a chance for a direct to be announced for tomorrow. If were lucky it'll be aired on the same day.

Picture it as a Smash Mini-Direct.
 
D

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Still a chance for a direct to be announced for tomorrow. If were lucky it'll be aired on the same day.

Picture it as a Smash Mini-Direct.
TBH I feel a Direct after PSL on the 24th and 25th is what's most likely. Either a Smash focused one or a Direct Mini to shadow drop Ultimate 3.0.0, Persona 5 Switch localization announcement, and announce/shadow drop Metroid Prime Trilogy.
 
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Michael the Spikester

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Whelp got a few weeks wait then. Tis a good thing I got some things I look forward too that'll help my patience.

Hellboy, Missing Link, Avengers: Endgame, Mortal Kombat 11, Days Gone and my birthday.
 
D

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The common answer is "look it up on Youtube", but if there were a "**** the gameplay, just show me all the supports" option in Fire Emblem I would probably use it after my first/second playthrough. Don't shame me.
Oh man I would love that over support grinding/looking them up on the FE wiki.
 

osby

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Now, see, that's fair. If you're goin' through the game again, by all means, use whatever it takes to skip through the monotony. But the features are advertised as making Catherine "more accessible", and I'm just like "yeah, sure, you're making things real accessible by letting people just not play the game!"
I don't think this is a problem, to be fair. If someone wants to deprave themselves from a part of game's content, that's on them.

If we are specifically talking about Catherine, its gameplay has hardly have anything to do with story and a lot of people will play it for its story, so I don't think adding a skipping option is a bad thing.

It's the same thing with story-heavy games adding an option to skip cutscenes, imo.
 

TheCJBrine

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I guess the end of the month makes the most sense for a Direct.

Best Buy really messed up by slapping Joker and the Fighters' Pass into their ad for this week.
 
D

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I guess the end of the month makes the most sense for a Direct.

Best Buy really messed up by slapping Joker and the Fighters' Pass into their ad for this week.
Most likely was someone just jumping the gun. There are gonna be reveals this month, but Nintendo's gotta wait for Atlus to do their thing because they're Atlus.
 

Moydow

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For what it's worth, I'd actually prefer to look at difficulty options beyond just easy/normal/hard/etc modes. If you're playing a game for the first time, just being given a choice between easy/normal/hard doesn't tell you a lot about how easy or difficult you're actually going to find them; you could pick easy mode because you want to ease yourself into the game, and end up finding it too easy for you - then what?

I personally like the idea of adaptive difficulty, like in something like Resident Evil 4, where the game automatically and seamlessly adjusts the difficulty based on how well it judges you to be playing. So if you're doing well, the game will add more enemies or bulk them up, while if you're struggling, it'll take enemies away or make them easier to defeat. If it's done really well, the player won't notice that it's happening at all, instead they'll just get to play the game at a difficulty level that should always be just right for them. This video talks about it a bit more in-depth:


Something like that could probably be combined with some other, more modular difficulty options. So you could configure the number of enemies, their strength, health, intelligence, and so on, or just let the game choose automatically, since just tossing everything into one easy/normal/hard toggle isn't always going to achieve exactly the right setup for everyone. Obviously something like that doesn't work for every game, but adding more options like that doesn't hurt anyone.
 

ClaTheBae

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Cla, I know I asked thoughts on Ultimate's characters but what do I need to do to get you to discuss it in a video. You're the kind of guy who'd actually make that enjoyable to watch unlike most I've seen I feel. Sorry for pestering you about this for a bit
Yeah sure I'd totally love to do that. Should I cover every character or just like the top 20 or characters I think are underrated or what?

also I posted my tier list here earlier
 
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DaybreakHorizon

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As someone who's put in about 1000 hours across all three Dark Souls games, here's my insight on challenge: those games aren't actually all that difficult. The only reason people uphold them as absurdly difficult is because of memes and unskilled journalists.

When I was new to the games back in 2014, I used save editors to cheat and give myself higher stats and upgrades, because I was irritated and didn't entirely know how to face certain challenges. But by the end of the year, I was able to take those training wheels off and realize I never needed them to begin with.

What I came to learn is that Dark Souls's main difficulty is because it's an entirely unique genre compared to most action-adventure games. And just like any genre that's new to you, there's a learning curve. For example, I've spent thousands of hours of my life playing first-person shooters. Hand me a new shooter, I'll pick it up pretty quickly, just because I'm so experienced at it.

FromSoftware's games had been pretty niche until Dark Souls's explosive popularity, so not many people were familiar with the genre. Combine that with its minimal exposition about game mechanics, open-ended world design, scarcity of bonfire checkpoints, and everyone from journalists to casual gamers only saying how the game is super difficult, and you'll get the impression that these games are just about "**** you" difficulty that is designed to be unfair, when that's not the case. Especially for casual gamers who like to pick up a game, play it through once, say they beat it, and then never touch it again.

Very little challenge in the Dark Souls games are unfair. The first game is the roughest, with moments like the Capra Demon and the Anor Londo archers, along with certain poorly executed mechanics like curse, but otherwise there are a variety of strategies to overcome any area or enemy. Even the notorious parts and areas like Blighttown aren't too terrible once you understand what it is that makes them challenging and how to face it. Sometimes the game will spring traps meant to catch you on your first visit, but even those aren't always unavoidable or fatal.

I actually sometimes played Dark Souls games to relax, since they weren't fast-paced multiplayer games and I had come to understand their difficulty and mechanics. Most deaths in those games come from the player being punished for huge, obvious mistakes, not because the challenge is so overwhelming you have to be busting your butt in each moment of combat or else "YOU DIED".

By the time Dark Souls III came around, and especially when its DLC's were released, I was able to beat some of the areas and bosses without dying a single time, with no cheating or manipulation whatsoever. I'd just become so practiced at the games that I often understood how to react to and face the challenges smartly, even if the areas and enemies were unfamiliar.

It's the same with platformers. My brother, who's hardly played platformers, gets his *** handed to him by Shovel Knight, and for a while, Hollow Knight. But then recently he returned to Hollow Knight, was more familiar with the challenge and the genre, and has been playing it nonstop and considers it one of his all-time favorite games after initially hating it.

Some games do have unfair difficulty. A lot of older NES-era games were like that, because video games were relatively new, and game design wasn't entirely understood yet. NES games like Castlevania would do things like make you fight two axe-throwing knights who each take 9 hits to kill while also having a neverending stream of Medusa heads flying around the room while you have very few defensive options and no way to recover health. That's just straight up unfair and poorly designed.

But very few games today that are inherently difficult are unfair by design. Their difficulty is just because it takes time and practice to understand and learn the game. And nowadays when many people don't seek to play games more than once, including YouTubers or streamers who may or may not be too skilled at games to begin with, it's easy to get the wrong impression from difficult games.
It’s weird to think about it, and I am absolutely for inclusiveness, but...does literally everything have to be catered to literally everyone? Through difficulty, especially. I’m not talking about society, mind you. That’s a different conversation.

I mean, that isn’t to say that folks shouldn’t be able to play a certain game. I don’t even play the Dark Souls games, or Bloodborne, or even Sekiro. But the thing with those games is that they’re extremely difficult. That’s how those games are built. That’s how they’re designed.

I often have a similar outlook when it comes to books. I’ve been told about certain books, where the author gets slammed online for a certain choice in their story (mainly from the left politically, which is something I find quite ironic as something of a center-lefty myself) and then the author either greatly changes the story from the original they planned for, or doesn’t release it at all. This in itself is harmful, especially when the reasoning by fans to do so is flimsy.

For example, an Asian American author wrote a story in which characters were enslaved, as it was based on actual events and ideas that exist where she came from. She was harassed on Twitter to change it because it “encouraged slavery and discrimination”. Obviously, that’s complete nonsense. Slavery is a horrible thing, but as soon as we actively forget about talking about it and making sure we don’t repeat it, it will be repeated. It shouldn’t be erased, but prevented from happening again. It was not glamorized. It was not glorified, yet because of the angry mob, the author did not release their work.

Coming back to games, there’s a certain identity that comes from games that posture themselves the way From Software has. Their games are hard. They’ve catered to players that want the experience. That’s part of why I haven’t played them, because it simply isn’t for me.

Now, I personally have no investment in them making an easy mode in the game. But if they do, it should still be difficult. To take out the aspect that defines a game seems anti-thetical to it in the first place. It’s like taking out the horror from Resident Evil, it removes the identity and the reason people play it.

There’s also the fact that players are supposed to learn from their mistakes and beat previously challenging bosses and enemies. That’s part of the game. To make it easy removes that, making it less like a From Software game.

Granted, I think there’s value in adding an easy mode. I just think that when the series itself is defined by the difficulty, it’s not even the same game anymore if you play it on easy, which defeats the purpose. You’re not even playing it the way it was intended.

I hate to say “git gud”. But if you want to play the game, then you have to embrace the game. Just like the real world, when we’re faced with a hurdle, we’ve got to find ways to adapt and overcome it. We can’t just ask for the bar to be lowered. You have to meet that bar.

Then again, we’re talking about games. It’s a tough issue because I don’t really think there’s any one right answer, but maybe a combination. I would say add an easy mode, but make it still difficult so it’s not a game that someone can just blindly walk through.
Leave it my boys Diem and Scoliosis Jones to perfectly describe the importance of difficulty in games.
 

Gentlepanda

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Most likely was someone just jumping the gun. There are gonna be reveals this month, but Nintendo's gotta wait for Atlus to do their thing because they're Atlus.
nintendo: hey atlus, can we start our marketing campaign yet? we're into the month of joker's release now and we've not even shown off any gameplay ye-
atlus:

MOSHED-2019-4-1-12-13-30.gif
 

osby

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Most likely was someone just jumping the gun. There are gonna be reveals this month, but Nintendo's gotta wait for Atlus to do their thing because they're Atlus.
Or Joker won't be ready until later on.

Don't want to defend ATLUS all the time, but we really don't know if the delay is caused by them. Actually, we don't even know if there is a delay. Wait for Mewtwo wasn't too less than what we'll wait for Joker.
 

staindgrey

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Now, I personally have no investment in them making an easy mode in the game. But if they do, it should still be difficult. To take out the aspect that defines a game seems anti-thetical to it in the first place. It’s like taking out the horror from Resident Evil, it removes the identity and the reason people play it.
Just wanted to comment on this point.

Resident Evil's "horror" is more than aesthetics. Yes, seeing a giant snake is "scary".



But what makes it survival horror isn't a scary cutscene and a big boss. Gears of War has that. What makes that giant snake terrifying is the fact that you found out it was a thing through your dying comrade with a snake bite the size of a sewer manhole, and after that, you still have to backtrack across the mansion to find serum, work your way through multiple other previously locked doors into new areas with new zombies, finally find the key to open the door you know has a giant snake in it, fight your way back across the mansion, then fight a giant snake. The fear of the unknown is compounded by your lack of resources; you save every bit of handgun and shotgun ammo you can find while fighting through zombies because you know there's a ****ing giant snake you still have to fight. You're building it up in your head because if you forget and use up too much ammo, you could be screwed later.

This approach to horror is ruined if you're on easy mode, because by the time you get to Yawn, you'll have sixteen acid grenades and four first aid sprays. Go ahead and kill every zombie between you and it; no worries, you've got more than enough ammo and save ribbons and healing items. I'm not saying there shouldn't be an easy mode, but classic Resident Evil is actually a better example for your point than you gave it credit for. Lowering the difficulty essentially does remove the horror from the game.
 
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