How the difficulty has changed Bioshock for me (and not only)
I decided to start my adventure in delight. Then I did not know what I want from the game. I was not familiar with the plot or the features of gameplay, in general, the game was a clean sheet for me. I immediately fell in love with this beautiful universe. There is almost no live communication with the characters in the game, all the dialogs occur in a walkie -talkie, but surprisingly even the heroes manage to fall in love with him. The atmosphere created by the developers plays a huge role. Sounds, appearance of locations, terrible daddy and no less terrible sisters. I want to dissolve in this.
The mysterious and tax world of delight
Bright signs add the game charming
Closer to the middle of the game, I began to notice that the abundance of skirmishes and a constant lack of ammunition often melts the spirit of a little researcher in me. Gradually, it became a priority to just go forward as quickly as possible. I increasingly missed optional branches from the main locations. For more than part, this happened due to the fact that going there I won less than I spent. And I wanted to save resources for further battles.
And then I decided to lower the difficulty and I never regretted it. Battles are an important part of Bioshock. Without them, it would be rightly boring, but for me the game was really revealed only when they went into the background. I have not turned into an indestructible terminator. The presence of a large number of ammunition and a slightly higher number of CP (although it is quite possibly possibly opponents began to apply less damage) not a drop did not affect the dive. On the contrary, that barrier finally disappeared at the risk of spending precious cartridges on an additional location and stay with one gun in the plot battle, which prevented me from exploring the delight. I was able to completely plunge into this world, it became possible to calmly collect voice diaries, which are well revealed the local ENT.
I came to an understanding that there is nothing bad in a low complexity. Play a low complexity, contrary to the opinion of many, is not at all shameful, the main thing is that the player himself enjoys. In Bioshock, I have prioritized – for me the main thing in this game was the world. I studied locations with great pleasure, studied an ENT, competently transmitted as through visual methods (posters, inscriptions on the walls, interiors, etc.e) and through voice diaries. The battles for me were a secondary thing. Of course, it is impossible without them, the whole atmosphere collapses, but the decrease in their complexity has only benefited.
Only the interior can tell a whole story
Poster Placies in a memorable style
I also acted with the second part and this only helped to make sure that my decision is allegiance.
What about other games?
The main thing is that I have understood for myself – you need to prioritize. Take the same doom, and specifically doom eternal (so far only got to it). There, for me, in the priority of the battle, because if you lower the difficulty, then there will be little left in the dry rest and it is unlikely to keep it for a long time (personally, I am sure there are those who will do what to do, besides the battles).
Or, say, Alan Wake. The combat system of the game is frankly weak, but the plot is very good. Alan I went to light and this, it seems to me, only benefited. I at one time abandoned the game precisely because of the combat system. And passing on low complexity gave me a bunch of emotions related to the plot and saved my nerves from possible stuffy battles. Moreover, the main character was still not felt by the terminator.
I would like to recall my adventures on London in Vampyr separately.
The game is very strange to distribute priorities. T.We play for the vampire, we need blood for pumping. You can get it from ordinary mobs and bosses, but in such meager quantities that it is barely enough to pass the main plot, and t.K in the game, everything is very sad with consumables, climbing the quests for yourself more expensive. The main mass of blood is offered to extract from civilians, which I, playing out a respectable vampire, did not want to do.
And what? The game is completely different on easy complexity. Unstable opponents are fading into the background, and the gloomy London of the First World War, interesting dialogs, as well as the detective part of the game, go to the front.
Windows long closed shops
Gloomy streets of London under the light of street lamps.
We will summarize
The main idea that electricwins.uk comes from all this is the level of complexity, as for me, is far from always an indicator. This is primarily a tool that allows you to configure the game for your interests. And play the same doom on a low complexity, if not a fighting attracts, or it does not want to strain hard, quite normal.
Listen to your heart and play as you like!
BIOSHOCK
The best comments
The game even at a high level of complexity is quite light. I don’t know what it prevented him from exploring the levels.
I agree, the level of complexity is not useful for every game and even if not talking about gameplay-centric games, the low complexity may well spoil the feeling, I felt it especially brightly on the surrounds
At one time, when I just wanted to plunge into the plot of the game, I also put up an easy difficulty for myself, and then I tried The Evil Within on Akum … And this is literally another game, and the question is not even in the complexity of the battle, but in the oppressive atmosphere and a sense of danger
But this is if not to regard a decrease in complexity as a crutch against a shower gameplay
My view of the situation is the perfect approach when the difficulty in the game is one. If there is no complexity at all, then the developers balanced the game for specific conditions. Simplification, for those who are beyond the power, can be taken out in the special.possibilities. Otherwise, we have situations where the maximum complexity gives not just a challeng, but completely breaks the logic of the game and gamemeraduer ideas, because it was on this complexity that the tests did not conduct enough. Take, for example, Ancharted, where at the maximum wage the game turns into that still dushnilovka, where the game mercilessly punishes for mobility and exit from the shelter, which is why the dynamics collapses completely. This applies to many shooters with shelters. Or Hitman Absolution, where increased complexity simply closes most of the possibilities for murder and passages, putting two or three-four enemy there instead of one.
But on the counter, I can remember an almost perfect example of choice of difficulty – this is furi. You have 3 difficulties there: hypercasual, for those who do not want to delve into the gameplay at all, the norm is what the game has been conceived, and complicated – for those who have little difficulties. And these are not just redistributed damage to you and enemies, these are 3 different modes of the game, where the enemies of the enemies change, attacks and entire stages.
I haven’t been worried about difficulty for a long time. Maybe someone loves difficulties or Achovka to knock out, I’m not one of them. The Last of US was held at one time on realism and enough. In the same Elden Ring, the last and penultimate boss killed a fantom of a random player while I stood in the corner. Passed, looked at the final video and deleted.
There are, of course, games that are clinging to gameplay and want to try their hand at high difficulty, for example, for me such a game was a DMC from Ninja Theory or projects from Mimimi. But what’s the point of playing the same Wolfenstein New Colossus in high difficulty and the whole game to sit behind the shelter? Set the average complexity or lower and from two hands drove to exterminate evil spirits.
Different games in different ways are revealed on different difficulties, sorry for the tautology)
The best difficulty is the one on which the mechanics of the game are best revealed and the experience closest to the declared is given. UNCHARTED is an easy and humorous story about adventure, it is strange to see hardcore shootings in it, especially since in high difficulty the whole close battle and flights on the tarzanka generally fly into the basket due to instant mortal punishment.
And the same doom eternal is best revealed on ancient difficulty, because it forces us to use all abilities and weapons, to move continuously, and an attempt to relax instantly sends to a checkpoint. But at the same moment, this difficulty leaves the scope for experiments and risky actions, unlike a nightmare, where GG drives away from two blows of any demon – which does not really fit with the image of the executioner of the rock.
In general, you do not need to be afraid to try different difficulties and play on that which you like more)
Recently, by the way, they were inspired on a similar theme by Vidos on YouTube also plunged into the city of Dreams of Andrew and Chot strangled with the HP of opponents and the inconvenience of the camera, without which the game is impassable. If the daddy is traveled by the possibility of preparation, then the puffed turrets and the not -killed spiders made my eye twisted involuntarily, only when they mention them.
But in general, the game liked the game more, in comparison with the long -standing first passage in the normal
This is right. The main thing is that the game brings pleasure.
You can even use cheat codes, not shameful from the word at all.
DLC to Eternal could not overpower on the penultimate difficulty, although the main one went without straining. And the point is not that it is difficult, but in the DLC, the inconsistent has lost their sense of proportion and fall on you crowds of enemies in a room, where one-3-not-so. In the main game on the map, he moved like a Tarzan, and then they locked it in the room and let’s get on, exterminate the adversaries.
In my case, a decrease in complexity is associated with the desire to spend more time studying the Laura and immersion in the world. But this rarely happens. Those three games about which I wrote rather an exception to the rules.
Personally, I play high difficulties, t.To. I love difficulties. And I can say that this is what makes me go thoughtfully and leisurely, exploring the locations and the world.
Mechanics often reveal on a high complexity of the game, but this is not always the case. In any case, games are a comprehensive work, and a decrease in the complexity of the game is like watching a movie without sound. I understand that not everyone can pass this or that game, and therefore some need a slight level of complexity. But I can’t imagine Dark Souls or Pathologic 2. All their identity would be lost.
I agree that many games are revealed precisely on the high. He himself passed the seventh resident on a high and felt it.
Or the metro, where the Ranger-Khardcor is precisely the difficulty that the incisions were conceived as the main.
But in Bioshok, I got a wild pleasure from immersion in the world and studying locations. This is not the game where it is worth going for cool battles.
Just after the first dark of Souls, I wanted to play something interesting, not much straining)
Well, in general, it is correct to set the levels of complexity, a very small number of games manage, and this is a very long topic for reasoning
The feeling of danger lies in the fact that you fly away 10 – 15 minutes ago to the last checkpoint in case of death? (I’m talking about Evil Within).
I passed it long ago. But I still remember that there were alternated levels from steeply to the Polish shooter with a shooting of enemies. Well, the main character, who is tormented by severity, if you press the sprint.
There are two more big differences when DLC pass)
Firstly, it is very difficult to get into it, if immediately in it, after a large break. I would say almost impossible. It is clearly designed for the already burdened and hardened by the full passage of the player, at the peak of opportunities, so to speak.
And secondly, the first DLC was greatly re-has been overdue with the release of the second. It has become much more adequate and more passing, already less like an attempt to develop and strangle the player with any very banal methods) before the rebalass it was some kind of inadequate jerk.
Ahahaha you will play? Play in the thought not on a nightmare? Difficulties below are made for players. Go on YouTube Walkthrough look.
Here it is a modern generation of gamers who play games so as not to play them, but to see the scenery. And then everyone is surprised why the new titles are becoming less than gameplay, the games turn into sessions with crunched “activities and questions”, paid DLS with imbowing and excesses by bad.