Every time FromSoftware publishes a new game, the theme is inevitable in columns, critical, and it is the talk between fans: its difficulty is extremely high by industry standards . Some call it the most difficult game in history. The subsequent and inevitable debate, considerably lit on social networks, is not so much if it really deserves that fame, as successively From Software’s games have been, but … is that a problem?
If the extreme difficulty of a game is a barrier for many players, should a studio commit to lowering it so that as many players as possible could access it? It is a tricky subject because it has problematic ramifications: can players (and should) condition the characteristics of a video game, above the creativity of those responsible? We have spoken with a few experts in the field to give us their impressions.
Why is ‘Sekiro’ so difficult?
Perhaps the first question that comes to mind is why the controversy has arisen precisely with ‘Sekiro’, what is special about it . Paula García , a journalist specializing in media such as Eurogamer, tells us that ” something happens with ‘Sekiro’, and that is the first game in the ‘Souls’ saga that offers no alternative to the difficulty it proposes . because there is no multiplayer, if you get stuck in ‘Bloodborne’, in ‘Dark Souls’ or ‘Demon’s Souls’, the game makes it easier for you to connect with another player to help you pass it on . ” That is, ” the fight itself is not so easy, but you are two against one .”
This question affects the very philosophy of the game: ” I understand that what they want to do is, for once, travel alone, ” says Paula Garcia: ” but as the combat system is also more demanding, the game in it ends up being considerably more complicated than any other . ” Ángel Luis Sucasas , journalist specializing in media such as Xataka, states that ” ‘Dark Souls’ and ‘Bloodborne’ were like brothers, but ‘Sekiro’ with respect to them is a kind of distant cousin .” Israel Fernández , editor at Engadget, sees similarities with other From Software games: “‘Bloodborne’ can be played on autopilot or by excruiting each veiled reference. There is no formal procedure, nor correct-incorrect terms, although the footprint they leave is different. From Software boasts of that emotional scar as a sign, repeating scenarios and things like that “.
The difference, Sucasas believes, is that ” Sekiro wants the player to be on the verge of death all the time, and an error means dying.” The degree of intensity and stress is much greater than in previous games, but the game is more flexible , so that if you play well, you play more comfortable in exhausting battles of more than ten minutes . ” That is reflected ” in apparently silly details, but that make a basic difference in accessibility issues, which is that here you can cancel animations “