🐱 God Mode Is The Best Thing About Hades - Vidya too hard

CatParty


The last time my friends and I went out for a curry, I ordered something sweet and mild - a malayan. Two others, who had lost the vote to go elsewhere, ordered a plain korma. A jalfrezi, two madras, and a tikka masala were also ordered in our group. Everyone ate their own dish, enjoyed it, and went home. Video games do not work this way.

In the video game world, my curry is not a real curry. Maybe you’d call it ‘video game journalist curry’, seeing as it’s not particularly difficult to eat. Meanwhile, those on jalfrezi would have been pressured to challenge themselves with madras, while the madras group would not have truly eaten curry until they’d eaten a vindaloo. Difficulty is one of the most toxic of video game discourses, and it has no right to be. Thankfully, Hades does difficulty right.

There are some pieces of toxic gaming discourse that I understand, toxic though they are. ‘Too many women, or too many queer characters’ at least comes from a place of personal experience. If you love unbuttered white bread, play Mass Effect wrong, and only want to play as straight white male characters who never confront political or social issues, gaming becoming more mature than Duke Nukem must have been a shock to you. Gaming is leaving you behind. That’s for the betterment of games as a whole, but you personally might find reason to be angry that games strive to tell meaningful stories now. Meaningful stories with - ewwww - girls.

Difficulty doesn’t work this way. That I play on Normal, or Easy, or Games Journalist Mode doesn’t mean you can’t play on Super Hardcore or I Have A Massive Penis difficulty to prove your worthiness as a gamer. It has become a strange measure of ‘gamerness’, a gatekeeping tool that rises as high as the current gatekeeper can manage the difficulty on - but no higher - and for no reason. As childish as I think complaints about Abby having biceps in The Last of Us Part 2 are, I can at least understand on an academic level why people don’t want to play as an icky girl not designed from the ground up to be ogled.

Difficulty in Hades is genius. While only one difficulty setting exists, the game includes God Mode. With God Mode, every time you die, you get two percent stronger. This allows you to learn from the game by progressively getting stronger as you get better. Initially, you will lose a lot - even the best players do. It’s a roguelite, designed around the idea that you will lose, over and over again, before eventually getting better. You learn through failure. While the typical rougelite progression still happens in Hades - you fall to Megaera, you learn how to beat Megaera, etc - God Mode gives you an added incentive. Every failure matters, and that’s something Hades underlines.


On a practical level, it’s an interesting way of implementing a difficulty mode. Supergiant Games is a small studio, and creating and balancing multiple difficulties, especially in a roguelite with different weapons and boons, adds an extra layer of developmental challenge. God Mode allows things to get incrementally easier without various settings needing to be worked out. It’s not just the actual difficulty where God Mode shines though. That it means the game will perfectly balance itself for you over time is great design, but it’s thematically where God Mode truly shines.

Hades encourages failure. While some games are brutal in their punishment for death, and others allow you to just get back up and continue onwards, most games still dissuade the act of losing. Hades welcomes it. Zagreus is doomed to fail; that’s the entire point of Hades. Even in successfully escaping, Zagreus ultimately fails and must begin his quest anew. Failure, and learning from failure, is part of the journey. God Mode gamifies that in the best possible way, while rejecting toxic notions of difficulty and challenge that the roguelite genre typically embraces. Hades excels in many areas, but its implementation of difficulty might be one of the most unsung.
 
Games should be fun, not a hand-held walk in the park with glowing paths and highlighted objects. If a game is just "walk here, press X, walk there, [action cutscene], shoot, walk there" then it's boring as fuck. May as well watch a film.

But, knowing games are better than you is part of gaming. I couldn't beat dark souls 2 or Bloodborne, but i've beaten plenty of other games on harder settings. Everyone has their own preference and nobody should be able to complete every game just because there's an easy mode.
 
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I wanted to write that the author is a woman, but then I wisely decided to check the author beyond the name and yeah, I guess "he" is right after all. What a surprise.
I mean, it kinda reads like a woman, but at the same time it doesn't, too much emphasis on details men care about, but women wouldn't. Like the "2% stronger" thing. Also, most of the militant FemShep types for Mass Effect are going to be guys playing out a lesbian fantasy.

He? The dude types like a catty bitch!
I assume it's the HRT speaking.
 
You’re not owed the right to beat a game. There are plenty of games, especially in the roguelike and roguelight genre that I love and have never beaten, and may never beat, because they’re really hard. I’ve never beaten Nethack or Spelunky or Enter the Gungeon or ADOM. And based on posts and achievements, that’s true of most people. But the games are still fun because I can still see myself improve a little.

IMO, Adventure games and j/cRPG’s (not action RPG’s) should always be finishable, because the story is the main draw of the game. But any skill based game - platformer, roguelike, shmup, beat’em up, etc - should priorititze being an interesting game first. And if the game is unfair because the design sucks, people should also learn to be ok just walking away.
 
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Ima be a fag and double-post ITT:
The concept that your playable character improves every time you die is the antithesis of YOU getting better.
This allows you to learn from the game by progressively getting stronger as you get better
This is what I'm talking about here. Ever heard the phrase "ask not for a lighter burden, but for broader shoulders?" By making your character stronger, you are lightening your burden. You are making the game easier instead of rising up to meet the challenges the game throws your way. You are given a lighter burden when what you should want is broader shoulders. Any other game, and I guess even this one, offers plenty of opportunity to learn from your mistakes and to improve upon your failures with very minor punishment if any. This "god mode" bullshit is literally incentivizing failure. You are rewarding failure. It's the equivalent of a participation trophy.
I haven't seriously played vidya since like 2016 and this shit still infuriates me. It speaks less of your gaming prowess than it does your quality as a fucking man.
Git gud faget!
 
The game should not reward you for dying. You can be rewarded with a cool death animation but dying should not make you stronger.
I am sure the journo did not even kill hades once even on god mod if it was the case the journo would know about "heat levels"
 
The author walks around with hunched shoulders, unkempt hair and frail arms. I cant listen to those typea of people.
 
Obviously, there is no real problem with a game creator implementing difficulty settings. Even more so when it's like this, a mode that takes no time to create.

But completing the main portion of Hades isn't really that hard. A normal person would need quite a few runs to get through it, but it still won't take them that long. And you know...maybe if you didn't automatically choose the easy - basically cheat code - option instead of how the game was made to play you would find it more rewarding in the end.
 
just type "tgm" in console. and then player.additem f 1000000000.

or get cheat machine and change hex values. or just pay for trainers.

and then lose interest in games because the game part isnt fun and the stories are gay.

elder scrolls and bethseda fallouts are still the best games. yakuza too.
 
It's jaring how the tranny doesn't fundamentaly understand the game.

The game already lets you trade time for skill via systems that makes your character stronger. So it's actualy game journalist friendly. (actualy maybe not game journa don't have skill nor time since they have to shit review fast)
Also the retard doesn't understand that the game expects you to die. Dying is not a thing for struggling players it's not mario 3d world with the tanuki suit.

It's not 100% true but pretty much the game expect that of you.

first run: die before,during or after the meg boss fight
second-fourth run: beat meg and escape the first strata almost every time
4-6 th runs: beat the hydra
6-10 th runs: beat elysium
10-15 th runs: beat hades
15-∞ th run: have fun with heat levels and stop dying

Dying is not a faillure unless you underperform from what is expected out of you.

That's why god mode doesn't make sense
 
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For those that grew-up with what is now called "Nintendo Hard" (which those of us who lived through it just called it "gaming"), if it isn't challenging to play, interest is quickly lost. We cut our teeth on games that had 1 pixel margins of error, and no one bitched. If you fucked up, you kept ramming your head against the wall until the wall gave way.
 
Old school arcade games that were designed to be quarter suckers and have bullshit mechanics is something worth talking about.

Games designed to appeal to people due to difficulty or complexity are a niche or genre or whatever. Are these morons whining about 10,000 piece complex LEGO models (or whatever) needing to come half pre-assembled or in Duplo blocks, too?

Also,

"Reeeeeeee games should have easy modes"
"Reeeeeeee you're playing Mass Effect wrong"

Way to completely contradict yourself within sentences of your dumb article.
 
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Games designed to appeal to people due to difficulty or complexity are a niche or genre or whatever. Are these morons whining about 10,000 piece complex LEGO models (or whatever) needing to come half pre-assembled or in Duplo blocks, too?
Actually these morons did for LEGO several years back. Most of the related online sperging is lost to time now, but LEGO have made all their large sets stupidly easy to build because these sets are now split into numbered sub-assemblies: you open the bags for a specific sub-assembly, build it, and then do the next. While the sets still take time to build, a lot of the fun is taken away because this wasn't the case for earlier sets; there's not as much satisfaction to be had completing a build when your hand was held the entire way.

It's one of the reasons LEGO has declined over the years, as besides the price gouging they've dumbed their builds down "for the sake of the children". Guess it makes sense since their primary market in these soy-infused consoomer faggots effectively stopped maturing after the age of 5.
 
Actually these morons did for LEGO several years back. Most of the related online sperging is lost to time now, but LEGO have made all their large sets stupidly easy to build because these sets are now split into numbered sub-assemblies: you open the bags for a specific sub-assembly, build it, and then do the next. While the sets still take time to build, a lot of the fun is taken away because this wasn't the case for earlier sets; there's not as much satisfaction to be had completing a build when your hand was held the entire way.

It's one of the reasons LEGO has declined over the years, as besides the price gouging they've dumbed their builds down "for the sake of the children". Guess it makes sense since their primary market in these soy-infused consoomer faggots effectively stopped maturing after the age of 5.

Well, fuck. I honestly thought that Lego had gone in a different direction, with them producing more complex adult models (I've seen some with like black boxes or something?) But I don't follow Lego or have played with Legos since I was like 10, so my bad.

I just don't understand why there's an insistence that there has to be an easy mode in every game. I hate the argument of 'the story', because if that's truly what you're interested in, why plunk down $80 to watch a 'story' if you're not interested in the specific experience that comes with the medium? Go watch a streamer or a LP on YouTube and save your money for a Marvel movie or some other mindless shit.

Like, imagine if these babies were complaining that arthouse films were too inaccessible with complex imagery and symbolism that is hard to understand and weren't like the Avengers. Or that car enthusiasts are elitist assholes because having to understand the complexities of a car's workings is too hard.

(Cue someone telling me that there are theaters now where they hand out a handy dandy Cliff Notes that viewers can refer to during their viewing or some shit, lol.)
 
Well, fuck. I honestly thought that Lego had gone in a different direction, with them producing more complex adult models (I've seen some with like black boxes or something?) But I don't follow Lego or have played with Legos since I was like 10, so my bad.
They do have a surprising range of adult-themed models now (hell I quite like some of their recent architecture releases), it's just a lot of the pain, suffering, and triumphant satisfaction that comes from having to find one piece in several thousand to advance to the next build step is gone because too many kiddies want their headpats and trophies with no effort.

Pretty similar to the topic at hand actually, you can boil all this crap down to coddled individuals not being able to handle or appreciate struggle and failure. Too many these days have been raised on instant gratification and feels over reals so you wind up with fluff pieces like this lamenting over a video game daring you to put in a modicum of effort.
 
Vidya aren't food, fatty.
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vidya journos be like
 
A good example of difficulty in a roguelike to me is Risk of Rain 1/2, since you always start your runs in the easiest difficulty and it ramps up over time, you can use tons of different artifacts that change something about that run (like increasing enemy spawns, being able to choose what items you get, etc.), so it's very customizable and you can end up becoming ultra OP with some of those options, but the game stills fucks you up if you don't play it well, so you can have your power fantasy while still needing to be skilled at the game, and that's not counting the fact that each character you can use in the game has different playstyles and skill ceilings.
 
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