But nothing prevents that still. I have no fucking clue what the end of Hard Corps Uprising looks like, as I've stubbornly never played the Rising Mode, and so only ever progressed as far I could get in the Arcade mode. But that's my choice to make, and I don't feel it should be forced upon anyone else who'd just like to experience the game in full before moving onto the other 150 games in their backlog.
Nobody's forcing you to take the easy route.
Let's also not forget that games used to be harder because they needed to be shorter for all kinds of reasons. In the arcade it was the "extracted dollars / minute"-ratio, on the early consoles the market was smaller (lower install base, less money spend on gaming per console owner, not much space on a cartridge), if those games had been easy, everybody would have finished them in an hour.
B
ut still, even these games kinda eased you in. The first level is usually finishable by everyone, only then it gets harder and harder.
It's a
designed challenge.
Games like Gran Turismo and Forza used to start with slower cars that you could cheaply tune to be more than competitive, but the trend is going away from that concept. Forza is putting you in pretty fast cars in the early races, Gran Turismo Sport won't have you buy cars and upgrades with credits anymore, in Project CARS, Assetto Corsa and DiRT Rally you can drive whatever car you want even in the "campaign" (hardly a campaign in AC, but not my point here).
With DiRT 4, Codemasters do that easing-in with an optional rally school and curating easier procedural generated tracks to players that aren't that good (yet). We will see how well that works, how much fun beginners will have on the wider and easier courses and if they naturally will want to go for more realistic, tighter stages soon.
Point is, they have seen that, if they want to appeal to wider audience, they have to
replace systems like the driving line and rewind with something else (unlike in DiRT Rally where they are just not there and damage is always on). By just appealing to the hardcore, they are restricting their audience and sales. There are enough people who aren't good at gaming and racing games and don't have a feel for how cars behave on the limit yet, but are intrigued by the experience, ...if it just weren't it so hardcore so directly. It's missed sales, to not cater to those people too, who might become better at it with some help and then even fans of the genre who buy more of their future games.
It was Hulkemberg.
Found that out yesterday again. But still, thanks.
In the hairpin'ish corners he is actually turning his head more towards the apex than I remembered, which is making a good argument for VR. I still think the resolution and viewing angle/peripheral vision isn't where it needs to be.