Monday 9 October 2017

Editorial: Hardcore

Hardcore

          Difficulty is a thing you need in video games. If there isn’t a possibility of failure, where’s the fun? And if things don’t get harder the further you go, won’t the game become boring?

          Because of this, there’s a sweet spot game developers have to find when balancing their single-player games. Make it too easy and fans are unhappy because the game becomes a cakewalk. Make it too hard and fans are unhappy because they can’t progress. While multiple difficulty settings allow players to select their level of choice, even then developers must ensure that even the most punishing of difficulty levels are still fair enough that skilled players can master and overcome any challenge thrown at them.

          Enter Cuphead. Developed by industry newcomer StudioMDHR Entertainment, the 1930s-era cartoon inspired game quickly gained notoriety among the gaming community for being one of the hardest games released in 2017. Take my word for it, the game’s no joke.

          And not unlike fellow games both popular and notoriously unforgiving such as the Souls franchise, Cuphead has earned itself a rather annoying small group of fans who are quick to make fun of players who complain about the high difficulty of the game, rallying together with the mighty war cry of “git gud”.

          That got me thinking: are ultra-hard games with no way to lighten the difficulty really a good idea? As much as I’ve been enjoying Cuphead I have to admit it does get a bit frustrating being continually chewed up and spat back out by the same boss over and over again potentially for hours at a time. What makes these games so appealing?

          I think part of the enjoyment people get out of games like Cuphead or Dark Souls is the grind to progressing in the game. Your first time fighting a new boss in either of those has a high probability of ending in death for you, no questions asked. It ends up being a matter of trial or error, as you slowly learn the boss’s moveset, patterns and the optimal way to keep yourself alive while at the same time dealing enough damage to finish them off. I’ll admit that finally beating a tough boss in Cuphead is one of the best feelings I’ve had in gaming for a long  time…only for it to immediately be crushed when the next boss kicks me straight into next week just moments later.

          I don’t really get the “every game needs to be crushingly difficult otherwise it’s only for noobs and casual gamers” mindset. While I do get the satisfaction of getting past a hard part in a game, I do kind of start to feel down on the entire experience when I realize that the next part is going to be equally tough if not worse. If I can’t win the game, what’s the point in playing the game?

          I guess there’s people out there who only play games like that to “prove their skill”, but there’s a word for those people. I wanna keep this blog semi-family friendly so I won’t say it here, but I’m sure you know what it is.

          There’s always the classic argument of “B-b-but Contra and Mega Man and all the other NES games were super hard and they’re classics! Why can’t all games be like that? THE CASUALS HAVE GONE SOFT!”

          But most people who argue this forget that there’s a reason why NES games and others from around that time were punishingly hard. Because cartridges and CDs from back in the 80’s didn’t have much room for data, games couldn’t have more than a few hours’ worth of content. The game industry’s solution? Make everything super hard! That way people could get stuck on a level for days on end, therefore extending the time the game would be played.

          One of the more infamous examples is the “I Just Can’t Wait to be King” level from The Lion King on SNES. Despite being the second level of the game, it was deliberately designed to be extra-challenging by Disney Interactive because they didn’t want kids to be able to beat the game within a single one-week rental period. You can’t look at something like that and tell me “Yeah, that sounds fair.”

          We’re currently in the middle of a golden age of video game development, and I have no doubt even super-hard games like Cuphead will be looked back on fondly years later. But I still find it hard to believe that a game designed so hard that you need to become a champion at every single level can be a classic with a wide audience. Like it or not, accessibility is everything when it comes to sales. If you wind up not enjoying a game, you can refund or trade-in or sell it online, and the developer ends up losing money. And as we’ve learned over the past few months, that’s really all they’re after these days.

Song of the Week

Botanic Panic - Cuphead

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