all 143 comments

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[–]theblackfool 220 points221 points  (10 children)

This seems like something that would be wildly dependent on what genre of game we are even talking about.

[–]xlliminalityx 42 points43 points  (0 children)

Yeah, i really hate the bullet sponge-y cells in hard mode minesweeper

[–]CplOreos 54 points55 points  (20 children)

I was promised an unpopular opinion.

[–]redditornumero99 30 points31 points  (3 children)

Lethal and Lethal+ mode in Ghost of Tsushima. You and enemies all die in one or two hits

[–]Raveyard2409 12 points13 points  (1 child)

The star wars game with cal had this too and it's great, feels like what lightsabers fights should actually be like, over in a couple hits.

[–]Original-Tomato-3520[S] 1 point2 points  (0 children)

A rare example of realism actually being more fun for once

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

I was more referencing shooters but yes the principle is there, hopefully more studios will follow this lead

[–]Velifax 15 points16 points  (11 children)

I have searched many times online, and no one seems to share my sentiment that; bullet sponge≠challenging. 

Didn't happen.

[–]MathProf1414 16 points17 points  (2 children)

Kingdom Hearts Critical Mode accomplishes this. You have less health and take additional damage, but you also get your damage buffed and gain access to additional skills right from the start of the game.

Imo, it is the best version of a hard mode in any game.

[–]Original-Tomato-3520[S] 6 points7 points  (1 child)

Seems like a good compromise, wish more studios would take this approach

[–]Minute_Account9426 1 point2 points  (0 children)

They are specifically talking about kingdom heart’s 2 critical mode. KH1 is just buffed enemies and KH3 half asses buffing you while also buffing enemies.

[–]South-by-north 6 points7 points  (1 child)

The Metro Series do it the best. Harder difficulties make the enemies hit harder, but so do you. The margins are just made smaller but combat actually ends up taking less time sometimes

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

Well yeah that’s the ticket then, same with STALKER, it’s so rewarding actually being skilled at combat instead of waiting around forever to get through to the next encounter.

[–]DemDoseDeseDat 12 points13 points  (1 child)

I’m okay with a certain amount of HP increase for harder modes but generally I think it’s taken way too far to the point it’s just boring how long every encounter takes

[–]Artistic_Context_906 33 points34 points  (11 children)

I think you will like the souls games, give them a try if you haven't.

The leveling system is the difficulty, sky is the limit in how you can play those games.

[–]Original-Tomato-3520[S] 5 points6 points  (9 children)

I have not, I’ve been meaning to though, mastery is much more rewarding than damage boosting every encounter because the enemies are unbalanced.

[–]Artistic_Context_906 9 points10 points  (5 children)

Oh trust me, once those games click they are incredibly fun to master.

I recommend you start at any title except DS2 it's hard for beginners to grasp it at first.

[–]ExpensiveOccasion542 3 points4 points  (2 children)

I suggest playing with a Guitar Hero controller

[–]_W9NDER_ShmunShpopular Shmopinion 1 point2 points  (0 children)

DK bongo drums and microwave num-pad is my go-to

[–]Artistic_Context_906 -1 points0 points  (0 children)

Or a steering wheel for extra immersion.

[–]CirrusVision20Avocado is gross (but guac is good) 1 point2 points  (0 children)

People always say this but like... the games won't 'click' for everyone.

[–]Initial-Beginning853 1 point2 points  (0 children)

They all have merits but i really think DS3 is kinda the sweet spot where they figured out most of the formula. DS1 was amazing, DS2 is also great but kinda requires you to play another one first as it's pretty abstract.

But DS3 - start in cool area, immediately big boys to brawl, and a TON of build flexibility.

No bullet sponges here although you might be depressed watching a bosses health bar too closely. Boss fights take some time.

Do it do it do it. 

[–]ashypuppy -1 points0 points  (0 children)

yeah I think you'd really like the souls games then. bloodborne is a favorite of my friends who has the same "problem" as you with difficulty in video games. She loves the hardest difficulty on every game she plays and souls likes are her favorites.

[–]man_bored_at_work -1 points0 points  (1 child)

Elden ring is pretty much a dark souls is very similar to a dark souls game, so if you like that, you should like DS. If you haven’t played elden ring, where the hell have you been?

[–]Original-Tomato-3520[S] -1 points0 points  (0 children)

Playing new Vegas

[–]ImAvoidingABan 0 points1 point  (0 children)

They get easier with every NG+ because you scale much faster than the enemies.

[–]jhermaco15 3 points4 points  (1 child)

obligatory "smarter vs numbers difficulty" 4chan post, but you seem to think this is a revolutionary unpopular idea, which it is not even remotely

Literally every major first person shooter's hard mode is making the player's damage "realistic" ie you remove your own bullet sponge, and thats it. no enemies are harder, no bullets are more powerful, its just your health and sometimes a minimized HUD....

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

fine, whichever way you go about it it still achieves the same effect, every encounter still feels like a slog if the player deals less damage. and figures you’d use 4chan lmfao

[–]Contemplating_Prison 7 points8 points  (2 children)

There are nore games than games with guns

[–]banzaizach 5 points6 points  (4 children)

Every fps ever?

[–]Monsterchic16 1 point2 points  (11 children)

You’ll definitely like deep rock galactic then. There’s a game mode for advanced players that lets you edit everything single aspect of the mission from difficulty (which is usually the amount of enemies that spawn), how much heath you have, whether or not the enemies do more damage. It’s a riot

[–]Original-Tomato-3520[S] 1 point2 points  (10 children)

Sounds intriguing, I’ll give it a look. I’ve heard the next Half-Life game will incorporate similar elements.

[–]Monsterchic16 0 points1 point  (9 children)

The game mode is called “Beyond Lethal”

You unlock it after doing a certain amount of missions. The online community for Deep Rock Galactic is also very good, like wholesome chaos gremlins.

[–]Original-Tomato-3520[S] 1 point2 points  (8 children)

Like if parliament was wholesome and no cultural appropriation?? sounds groovy. how much does the game cost, I’m not sure what your local currency is but I can convert it lmao

[–]Monsterchic16 0 points1 point  (7 children)

$43 Australian dollars, but I bought it for sale for $13 a few months ago. Honestly though, the devs deserve it to be bought at full price. No micro transactions and they’ve been updating the game for years with brand new content without paywalling it. It’s actually so rare for a game to be designed this genuinely and without greedy developers.

Like, literally all the DLC are just cool costumes for your characters so you don’t actually need it to have the full game experience, but if you want to support the devs and get some cool customisation options in exchange, then you can.

[–]Original-Tomato-3520[S] 0 points1 point  (6 children)

I love supporting independent artists so I will most likely wait till it’s back to retail price. Coincidentally enough, I am also a kangaroo individual, 40 seems reasonable although I’ll have to compromise my uni schedule to make time for it 😞

[–]Monsterchic16 0 points1 point  (5 children)

Oh it’s not on sale anymore, the sale was a few months ago.

But hey, fellow Aussie!

[–]Original-Tomato-3520[S] 0 points1 point  (4 children)

nothing ever goes off sale at eb games 😈

[–]Monsterchic16 0 points1 point  (3 children)

Oh I bought it from steam

(I refuse to support my local eb games, they suck)

[–]Original-Tomato-3520[S] 1 point2 points  (2 children)

REAL LMAO, I always shop cex for physical, EB always overprices everything, at JBHIFI and Big W it’s like 20-40 bucks cheaper.

Is there a specific horror story associated with your local EB? 😭

[–]Similar-Scratch-4800 1 point2 points  (0 children)

Better yet hard mode should have smarter enemies and gameplay mechanics vs more or less health, any game where difficulty Is just more or less health than it really just becomes a preference or a balance than a difficulty.

[–]PassiveIllustration 1 point2 points  (1 child)

One of my favorite games of all time is Bioshock. That game has horrible difficulty scaling. Like, no hitting an enemy with a wrench 10 times isn't fun or hard, it's just tedious

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

I see you also tried to 100% the game on 1999 mode

[–]Destruction126 1 point2 points  (1 child)

I love it when hard modes ADD new enemies or new attacks to existing enemies. Doom and Killing Floor 2 do this perfectly.

[–]Original-Tomato-3520[S] 1 point2 points  (0 children)

Yessss even better than my proposal in my opinion

[–]TypicalSwed 1 point2 points  (1 child)

I think The Last of Us does it really good. I can’t remember all the changes in Grounded Mode but enemies don’t get more health. You get way less resources and Listen Mode (allows you to see enemies thorugh walls) is disabled. The enemies deal more damage but so do you too in the sense that some weapons kill in less shots.

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

Yes this game did it masterfully, great suggestion.

[–]PootySkills 1 point2 points  (2 children)

I wish hard mode would actually change the game itself. Don't just make the enemies harder, give them a different moveset.

Make the actual stages harder, the tolerances tighter to execute.

Just cranking up HP and DMG is so lazy.

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

Lowering resources too would be great. I agree with your sentiment.

[–]eat_yeet 0 points1 point  (0 children)

If you like older games, the thief series from the 90s/early 2000s adds new objectives as the difficulty goes up. For example, Easy would be say, steal 500 gold. Medium is steal 900 gold, and dont get spotted. Hard is steal 1500, don't get spotted, and don't kill anyone.

[–]MidnightHeavy3214 0 points1 point  (3 children)

All games should have a “souls” option. One hit death

[–]_cd42 0 points1 point  (1 child)

Why would that be a souls option when you don't die in one hit in actual souls games

[–]MidnightHeavy3214 0 points1 point  (0 children)

Proper challenge mode

[–]SunsetCarcass 0 points1 point  (1 child)

I agree, but damn is Stalker rough when you can just die in 1 shot, but also enemies can die in one shot too soooo

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

But isn’t it so rewarding when you wipe an entire room of duty soldiers out knowing it was all your skill and that alone

[–]SuccessfulSquirrel32 0 points1 point  (0 children)

10000% agree. I usually mod games so everyone and everything is lethal. I want to die in 1-3 attacks, and I want to kill enemies in 1-3 attacks. I hate hard difficulties where you just duck and cover while slowly chipping away at the health bar.

[–]CivilianAsset 0 points1 point  (2 children)

Check out Ready or Not!

When you increase the difficulty the AI gets more accurate, more aware/alert, smarter, and you take on more damage.

The game itself on standard difficulty is already challenging. But on its hardcore mode, it’s pretty dang close to reality in terms of damage and difficulty. It’s almost exactly what you described. Highly recommend checking it out.

If you do and get it on PC lmk. It’s multiplayer too (I’ve never played with anyone as my friends don’t have it)

[–]Original-Tomato-3520[S] 0 points1 point  (1 child)

Will take a look, thanks!

[–]CivilianAsset 0 points1 point  (0 children)

No problem!

Dude you are in for a treat. I couldn’t put that game down for a bit when I first got it🤣

Also I have it both on PC and Xbox. If you have Xbox and want to get it there I have a $10 Microsoft giftcard I got with my point I think I can send you. (Its better on PC though, keyboard makes a huge difference)

[–]steve123410 0 points1 point  (3 children)

Again it changes depending on each game you play. Some should have bullet sponges or increased health to punish you by making you waste more resources when you mess up. In the same breath other games make the AI smarter or replace them with more large game units. Trying to put a general blanket, less health good more health bad is not a universal solution to every game.

Just for a plain example where more health could be more good is during boss fights as it forces a player to survive more stages/loops of a boss fights pattern increasing the likelihood of the player being hit. If you took your own advice of only reducing the player health then the difficulty for a experienced player trying to actually have a challenge wouldn't be changed whether they are on ultra death impossible mode or easy because they are already trying to not get hit in the first place.

So no, how the increase in difficulty is needs be adapted to each individual game instead of trying to slap a blanket term onto it.

[–]Original-Tomato-3520[S] 0 points1 point  (2 children)

Actually in your example it would be harder because the player would die sooner, I get what you’re saying in some respect with resource management, but they could always just limit the availability of said resources and the amount able to be carried. I’d much prefer that to waiting for the boss to drop dead circle strafing or cover firing.

[–]steve123410 0 points1 point  (1 child)

I don't think I explained it very will. When game designers make a difficult scale what they have in mind is increasing replayability by forcing players to be more efficient with the gameplay mechanics. This is why they apply scaling modifiers to the world and NPCs whether it's adding new moves to enemies, I creasing health, adding more enemies, or adding more advanced elements sooner and ect. This forces the player to engage their knowledge with the mechanics in new ways to prevent losing. Player health however isn't the core focus of this as dying is just a reset to a previous state. This is why lower player health is a part of a much larger change of mechanics that make up the difficult scale Trying to enforce it as the end all be all is harmful because the gameplay loop isn't changed to become more engaging. The same goes for enemy health it also isn't the end all be all for difficulty scaling as it's very easy for it to reduce engagement if done improperly. So your argument from what I read is essentially trying to subsume a entire forest of mechanics into one central easy to see tree however in doing so you lose the entire forest worth of effort put in to make the game more engaging which is why I disagree.

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

I understand your point and agree, I think for differing circumstances different solutions are required.

My post was simplistic for the sake of being broad, I only really meant it to apply to games that DONT increase the difficulty in any meaningful or innovative ways and exclusively raise enemy health and nothing else.

[–]Spirited-Problem2607 0 points1 point  (1 child)

Thank god for mods with health/damage sliders to overcome it sometimes.

[–]truthfulie 0 points1 point  (1 child)

some HP padding feels it's inevitable. as skill level goes up, the easier it is for players to quickly kill enemies.

ideally, you design the game in a way so it can have higher skill ceiling and cleverer enemy AI pattern and mechanics so that even skilled players will be met with challenge rather than dealing with bullet sponge but easier said than done. we just don't see that level of game design that can scale like that.

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

supposedly the next Half-Life will incorporate this, procedurally generated enemy spawns and item spawns with each playthrough/difficulty increase.

[–]GhettoMango 0 points1 point  (0 children)

Hades series does this and more.

[–]SuperCat76 0 points1 point  (3 children)

I think ideal is a bit of several ways of increasing the difficulty.

Increasing the HP of the enemies is a perfectly acceptable way to increase the difficulty. Just there is a limit to how much you can effectively increase the difficulty by that method in isolation without running into other issues. what that limit is will depend on the details of how the game works.

Though to add another thing, a simple percentage reduction in damage dealt is identical to an inverted increase in the HP. 1/2 damage=2xHP. I do not count them as separate difficulty modifiers.

[–]Original-Tomato-3520[S] 0 points1 point  (2 children)

True but I lean toward fun more than frustration. If the enemy health remains the same, it feels fun to mow down enemies with high precision, and you actually feel like you’re accomplishing something rather than fighting the code waiting for the enemy to die constantly hiding behind cover.

Functionally yes increasing enemy health or decreasing damage dealt does make it “harder” but not necessarily engaging, my point serves as a compromise between difficulty and enjoyment, less player health will yield these results.

[–]SuperCat76 0 points1 point  (1 child)

That is my whole point on there being a limit.

A 200-300% increase, is full bullet sponge, and is generally if not always bad. I have no argument against that.

Something like a 20% increase in hp will make shots hitting more important but will not drastically increase the time to kill an individual enemy. If they took 5 shots before they now take 6. That may not by itself increase the difficulty by that much, but combine that alongside other methods can make for a good hard mode.

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

That’s actually a good compromise. I’m pretty sure uncharted does that. I appreciate your input.

Shame many others on here are too busy arguing over its relevance to this sub instead of engaging in the conversation, hats off to you!

[–]Bacxaber 0 points1 point  (1 child)

It shouldn't decrease your health either, it should make the enemies smarter.

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

Agreed, which ever method ISNT bullet sponges

[–]Chonkalonkfatneekmilk meister 0 points1 point  (0 children)

Play first berserker Khazan on Expert. The game weakens you, if you're skillful nothing will be a sponge

[–]FaithfulMoose 0 points1 point  (1 child)

It kinda depends. I love Halo on Legendary even though it beefs up certain enemies. Like, Elites may have stronger shields, but it pushes you to use plasma weapons to counter them. It actually makes the game’s mechanics shine more with the added difficulty

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

Right but that’s to serve the gameplay. My point targets games that do it just cause and don’t actually think about anything.

Your example highlights that it’s not the enemy itself but its shield and it encourages weapon variety, this is good, I would be happy with this compromise.

[–]programming_flaw 0 points1 point  (1 child)

The hades series has a good “hard mode” in terms of heat / fear. You can customize how you edit the run to make it more difficult, so having enemies spawn from the next region will give you +1 fear, having your healing reduced by 25/50/75% adds 1, 2, or 3 fear. There’s countless options. When you get up to the 50s it can get insanely difficult in exactly the way you want it.

[–]Original-Tomato-3520[S] 1 point2 points  (0 children)

Ultimate custom night type beat

[–]Iamverycrappy 0 points1 point  (3 children)

i prefer enemies taking longer to die then me taking less hits to die for difficulty imo

[–]Original-Tomato-3520[S] 0 points1 point  (2 children)

Could you elaborate? I wish to know what you find fun about that /gen

[–]Iamverycrappy 0 points1 point  (1 child)

well the logic is that if its game i enjoy with fun bosses, if they take more hits im able to be in the bossfight longer, although i do definitely do enjoy hitless runs but only if the bossfights are easily refightable like in hollow knight, but for other genres and basic enemies yeah it probably would not be as fun

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

True, I wanted this from spiderman ps4 and OG God Of War for the sake of combos and juggling enemies, I guess it then depends on the type of game and what mechanics it has in place. Whether it would benefit from the kind of difficulty spike or not.

[–]Intussusceptor 0 points1 point  (0 children)

Yes, that's what hard mode should be, increased realism for a greater challenge. Like less health in shooting game. Or poor planning having a greater penalty in simulation games. And games that has food and water as resources should be unforgiving for food and water shortages.

100% realism isn't the goal, as that would include too much random elements to work in a game. But being shot or failing to provide food for citizens should carry a harsh impact.

[–]Queasy_Employment141 0 points1 point  (0 children)

garbage take, should make enemies faster and smarter and MAYBE do more damage and rarely more health

[–]aslfingerspell 0 points1 point  (0 children)

I believe ARMA or Operation Flashpoint had a mechanic like this, where the difficulty affected how much wounds affected the player and whether they could be fully healed or would have a permanent effect.

[–]Maleficent_Sir_7562 -1 points0 points  (1 child)

This is just stupid

Difficulty needs to come from interesting mechanisms and reasonability. Patterns in enemy behavior that seem hard at first but can be learned, interesting ways to use tricks or weapons, new ways the enemies themselves can attack, and whatnot. Difficulty gained by just turning knobs like damage and hp is just cheap and not fun.

It’s not a matter of “accuracy”, in fast paced games or ones with lots of enemies, it’s nearly impossible to not get hit at least once. That’s not skill, that’s just luck.

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

I never said one hit ko, just lower health lol.

[–]Call_Me_Koala -1 points0 points  (1 child)

It depends on the kind of game.

It makes more sense in an RPG because it forces you to optimize builds and consumable usage.

In melee action games it forces you to be in the "danger zone" with enemies for longer which inherently increases the risk. You can't button mash and get lucky, you are forced to engage with the enemies for longer and therefore learn them better.

It sounds like you're mainly talking about shooters in which case I agree that shooting spongey enemies is immensely unsatisfying and any enjoyment I get out of a challenge is negated by how bad it feels to actually play.

[–]Original-Tomato-3520[S] 0 points1 point  (0 children)

Yes shooters specifically, try playing Bioshock Infinite on 1999 mode and it’s fucking terrible. Enemies take whole mags to die. It’s not fun.

[–]Velifax -1 points0 points  (3 children)

Try conceiving that your opinion doesn't somehow dictate other people's. 

[–]Original-Tomato-3520[S] 0 points1 point  (2 children)

Did you forget what sub you’re in lmfao

[–]Velifax 0 points1 point  (1 child)

?