I don’t mind a difficult game, but I do have issues with difficulty spikes, but it’s something I can sort of understand. Difficulty is not exactly easy to balance, and even games that do a really good job of it most of the time sometimes just have areas where the difficulty jumps to high or the balance is not great. Dark Souls III was a fantastic game, for certain, but the Silver Knights guarding Anor Lando with the Dragonslayer Greatbows is a good example where even a game that is generally fair can fall into bad traps.
On the whole, though, this is just something that’s merely annoying. Yeah, it’s a bad spot in a game, but it’s just a (hopefully) singular part that kind of sucks. Even the best games have them, it’s why I don’t go to the Anti-Chapel first in Symphony of the Night after I beat Richter. However, recently, I’ve noticed an issue with some DLC expansions, particularly to action RPGs, that have done a really bad job of understanding how to improve difficulty, after complaints that the base game is too easy, and wound up making the game more of a chore than anything else.

This is my picture, which is why it looks so bad.
So, I beat Witcher 3: Blood and Wine yesterday, and I had an extended problem with the final boss. I’m not going to get into details, since the expansion is fairly new and not everyone I know has had a chance to experience it. The thing was, I beat the entire game on the Broken Bones difficulty without too many problems, mostly because the Witcher III really isn’t that hard, and that’s sort of an issue for some people. Unfortunately, CD Projekt Red decided that the best way to deal with the criticisms were to add bosses that had instant kill moves, enemies that decide to just peace out of the fight, making Geralt wait on them, multiple self healing bosses (weirdly, some of the less annoying ones, actually), and at least one boss that straight up ignores the most popular and effective way to play the rest of the game. It’s very annoying.
The thing is, none of those things actually made the game more difficulty, just because a boss could kill me in one hit, or had weird hitscan abilities that I’m still not sure how to dodge, even after I beat the boss. It just makes the game feel cheap and the tools that the player is used to working with are outdated. Yes, it is possible some abilities are exploits and those should be plugged, but, for instance, in Witcher III Hearts of Stone, the Frog Prince boss is almost completely immune to swords (along with other anti-melee abilities), the primary form of combat in the game. It’s great that the game wanted to incentivise the player into using magic and alchemy more, but making one point in the game where the main form of combat just doesn’t work, doesn’t do that.
It’s not the worst offender, that would be the final boss of Dragon Age: Inquisition’s Trespasser DLC, which is immune to all forms of crowd control, including taunts, and can ignore some of the basic defense mechanics the game is built upon. Yes, it’s true that Armor is probably too powerful (I have killed dragons with a single hit point thanks to armor), but making it so it can just ignore that isn’t the approach. If the game doesn’t allow for the actual difficult the developer wants, it’s not good to just throw in ways to ignore it.
The issue is that a lot of developers don’t really know what they should do to make the game more difficult. First, it’s important, and this goes for players too, is that not every game needs to be Dark Souls. A challenging game is great, but challenge isn’t the only thing that needs to be in a video game. Second, when building an expansion, don’t ignore mechanics. Look, if something is too powerful, unless it’s a complete exploit, throwing in a boss that ignores it isn’t actually making it difficult, it’s just being a dick. Find a way to utilize the mechanic in a way that works better. If that’s impossible, like how it probably is in Dragon Age: Inquisition, then maybe an upped difficulty isn’t a good idea (also, games with tanks shouldn’t have bosses that can ignore tanking mechanics, I mean, that’s just a bad idea, since the whole concept of having a tank is to make sure the high damage, low defense people aren’t murdered in seconds). Developers need to look at what they’re doing when they build their expansions, and not try to bounce up, just because Dark Souls is so hard or whatever.
Anyway, enough of this rant. It was something that bothered me and I had to get it off my chest. I know it’s not my best, but, well, it’s something I would like to talk about again. I’ll probably revisit it soon. For now, I needed to say something to get my thoughts in order.
Filed under: Video Games | Tagged: Action Games, Dragon Age: Inquisition, Roleplaying Games, The Witcher III: The Wild Hunt, Video Games | Leave a comment »
