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Clickbait Cringe How about an easy mode for Elden Ring?

Bartski

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Jan 15, 2020
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Here we go again.
Even before any official information about the gameplay was made public, gaming outlets are already starting to ask for an "easy mode" to be implemented in the game.
Dead horse flogging reasoning as usual, at least this time without pretending it's about protecting physically impaired gamers, but those are 100% sure to arrive as we get closer to reveal and release.

When they do, I'll be collecting them in this thread! :messenger_poop:


Firstly, having a number of sliders and options for combat could make the game’s many encounters far more manageable. With Elden Ring’s assist mode on, it could enable a multitude of creative modifiers, from weapon reach, parry times, and stamina usage, to enemy damage, regenerative health, or the removal of status ailments. While Souls purists may see this as a dumbing down, others will see this crucial customisation as nothing but empowering, allowing them to beat Elden Ring in a way that works for them.

An assist mode in Elden Ring might also guide players who might struggle with the series’ hands-off approach to exploration and progress. It’s always been easy to get lost in Dark Souls, as the sprawling, interweaving worlds can be quite intimidating with little in the way of signposts – a simple waypoint system could nudge players towards the next area without necessarily holding their hand. It would be way less immersion-breaking than stopping to pull up a wiki or video guide, that’s for sure.

mike myers no GIF


Worry not, looks like FROM didn't lose touch with reality and no casual difficulty settings will be there in the game, as confirmed by the vetted Era leaker.
 

ZoukGalaxy

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Oct 3, 2017
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Would be perfect but it won't happen because... you know... "artistic vision", "game not for you", "magic is easy mode", "git gud", "hardcore fan betrayal", "option is bad", bla bla bla, well as usual.

Have a good day... and good luck.
 
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Ten_Fold

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No, souls games isn’t even that hard. They usually have like 2-3 tough boss fights MAX. The levels can be tricky but that’s the beauty of the series.
 

Josemayuste

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I would love to see game journalist’s reaction to Magnamalo fight in MHRise demo.


This guy is waaaay harder than any Soul/Sekiro bosses.

I can't recall a harder monster in all of the Monster Hunter saga, maybe in rusty, but I find his movement routines the hardest to predict, yeah.
 

Shrap

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The dead horse is meat paste at this point. A significant contributing factor to From Software's success in recent times is due to their reputation for making challenging games without an easy mode. Why would they change what is working for them?

If you can't handle it then don't cover it. Same as a film critic who can't stomach a Lars Von Trier film. There isn't any one game made for anyone, nor does there need to be. That's a great indicator of free creativity and healthy diversity.
 
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22:22

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More proof that modern Game Journalists just ain't it mang.

I for one understand where they're coming from but the implementation of it in a game like Elden Ring would nullify and therefore ruin the whole pure core essence of the experience the artists finely want to convey.

You can want an easy mode, but if it detracts so much it destroys the pure initial fundamental experience... I mean.. its actually pretty fucking assholish to even post an article like that where it reads like their take is a fucking given and oh so normal..

I doubt the writer doesnt know what he wrote is wack but inclusion signaling = views = mahneyy I guess??
 
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MiguelItUp

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I for one understand where they're coming from but the implementation of it in a game like Elden Ring would nullify and therefore ruin the whole pure core essence of the experience the artists finely want to convey.

You can want an easy mode, but if it detracts so much it destroys the pure initial fundamental experience... I mean..
Exactly.
 
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Danjin44

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I can't recall a harder monster in all of the Monster Hunter saga, maybe in rusty, but I find his movement routines the hardest to predict, yeah.
This guy can reach you across the map and he hits like a fucking truck, also you only have 15 minutes to beat him.
 
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Philfrag

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Having options and modifiers in a game is great, but if included should be an unlock-able once you finish the game. Especially with a FromSoftware game. I know these articles are clickbait but if you don't want to play a From game then don't play one. Its so strange to me that some people want the devs to make a game that goes against their own design philosophies and market share for people who don't like these games anyway.

Yet here i am....baited into giving this discourse value by committing time to write this shit. See you guys in a few months when we get another one of these articles.
 

Knightime_X

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Dec 17, 2018
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Souls community would rather go to hell 40x over than allow their game to be accessible to those interested in playing but lack the skill.
Just bypass every "no" ever by playing on PC with a trainer.
It's going to be you only and best option.
 
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Chukhopops

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I’m ok with easy mode being an unlock after you finish the game 100%, like those old Goldeneye cheat codes.
 

Gods&Monsters

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I was really campaigning for an easy mode in Demons Souls Remake before it came out but then I played it as a magic built and it was a perfect experience. Not too hard and very addictive and fun. One of the best games I have ever played.

If they do something similar in Elden Ring it will be fine but no parry please. I hate that shit in Sekiro and I gave up on it.
 

sackings

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Reminder that these games already have easy mode (except sekiro), its called summoning. If they put in an assist mode that disabled all achievements, and added a permanent clown mask to your character that cannot be removed, I'd be cool with that.
 

rickybooby87

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How about, you actually try to to learn how to beat some of these hard bosses? Eventually, their attack patterns and weaknesses should become detectable, and, with a little determination and persistence, you will prevail. Much more rewarding.
 
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Jun 15, 2019
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Ah yes, the soft bigotry of low expectations rears its ugly head once again. Has anyone ever considered asking disabled gamers whether or not they want to be coddled before posting one of these articles?
 

Pejo

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Man, they're starting early this time. Usually it's not until journos get filtered at the 1st or 2nd boss until they start with this shlock.
 
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Raven117

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Nah. And From doesn't look like they are in any way considering it either.

Im sure there will be some builds in the game that are easier than others. (Like Royal in Demon's), there is your easy mode.
 

22:22

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It's to bad we'll be getting alot of kneejerk reactions saying NO and gitgud etc, you can already see it on the page..While agreeing on one level with this sentiment I feel like difficulty sliders for a myriad of facets in a game could work very well and even increase the playerbase because of this. Take racing games for example; in the end you are able to adjust your experience regarding difficulty/challenge in a very nuanced way in a variety of ways. Racing line, braking markers, assists, etc. A purist could argue, and I would agree, that the core intended experience would be very watered down if not void with these sliders up to 11, for me it helped me get into the experience gradually so therefore it has it use and place. But gaming is complex when it comes to these issues and while i see a purpose for this sentiment it's all about when, where, how, or if all to implement it, I guess.
 

Stuart360

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It's to bad we'll be getting alot of kneejerk reactions saying NO and gitgud etc, you can already see it on the page..While agreeing on one level with this sentiment I feel like difficulty sliders for a myriad of facets in a game could work very well and even increase the playerbase because of this. Take racing games for example; in the end you are able to adjust your experience regarding difficulty/challenge in a very nuanced way in a variety of ways. Racing line, braking markers, assists, etc. A purist could argue, and I would agree, that the core intended experience would be very watered down if not void with these sliders up to 11, for me it helped me get into the experience gradually so therefore it has it use and place. But gaming is complex when it comes to these issues and while i see a purpose for this sentiment it's all about when, where, how, or if all to implement it, I guess.
There are hundreds of games released every year, there are games for everyone, and games that are not for certain people. If you cant, or are not willing to put the time and effort into a hard game, then that game isnt for you.
We always moan about censorship in games, agenda's in games etc, but is putting easy difficulties into hard games to please certains ections really any different?
 
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Nov 7, 2020
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It's to bad we'll be getting alot of kneejerk reactions saying NO and gitgud etc, you can already see it on the page..While agreeing on one level with this sentiment I feel like difficulty sliders for a myriad of facets in a game could work very well and even increase the playerbase because of this. Take racing games for example; in the end you are able to adjust your experience regarding difficulty/challenge in a very nuanced way in a variety of ways. Racing line, braking markers, assists, etc. A purist could argue, and I would agree, that the core intended experience would be very watered down if not void with these sliders up to 11, for me it helped me get into the experience gradually so therefore it has it use and place. But gaming is complex when it comes to these issues and while i see a purpose for this sentiment it's all about when, where, how, or if all to implement it, I guess.

Get good, kid
 

Pejo

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It's to bad we'll be getting alot of kneejerk reactions saying NO and gitgud etc, you can already see it on the page..While agreeing on one level with this sentiment I feel like difficulty sliders for a myriad of facets in a game could work very well and even increase the playerbase because of this. Take racing games for example; in the end you are able to adjust your experience regarding difficulty/challenge in a very nuanced way in a variety of ways. Racing line, braking markers, assists, etc. A purist could argue, and I would agree, that the core intended experience would be very watered down if not void with these sliders up to 11, for me it helped me get into the experience gradually so therefore it has it use and place. But gaming is complex when it comes to these issues and while i see a purpose for this sentiment it's all about when, where, how, or if all to implement it, I guess.
The difficulty is absolutely core to the experience in FROM's souls-formula games. There are a great many fans of this core experience. There are a metric shitload of other games with all sorts of difficulty options/cheats/etc. As a big fan of the souls games, I absolutely have a valid criticism that they should not appease "expanded userbase" maybes at the expense of the fans of the series.
 
Jun 15, 2019
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It's to bad we'll be getting alot of kneejerk reactions saying NO and gitgud etc, you can already see it on the page..While agreeing on one level with this sentiment I feel like difficulty sliders for a myriad of facets in a game could work very well and even increase the playerbase because of this. Take racing games for example; in the end you are able to adjust your experience regarding difficulty/challenge in a very nuanced way in a variety of ways. Racing line, braking markers, assists, etc. A purist could argue, and I would agree, that the core intended experience would be very watered down if not void with these sliders up to 11, for me it helped me get into the experience gradually so therefore it has it use and place. But gaming is complex when it comes to these issues and while i see a purpose for this sentiment it's all about when, where, how, or if all to implement it, I guess.
The problem with this comparison is that Soulsbourne isn't like Forza, it's not an arcadesim...it's more like iRacing, which doesn't have assists and practically requires a wheel setup. An easy mode would defeat the entire purpose of the series. The whole point is to be brutally difficult and kill you over and over and over and over until you either give up...or overcome the challenge.
 
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V4skunk

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I think Fromsoft should have an easy mode but only if it punishes those that select it!
Easy mode should have no coop, no invasions and every enemy and boss dies in 1 hit. To cap it off no achievements / trophy's for easy mode.
 

22:22

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There are hundreds of games released every year, there are games for everyone, and games that are not for certain people. If you cant, or are not willing to put the time and effort into a hard game, then that game isnt for you.
We always moan about censorship in games, agenda's in games etc, but is putting easy difficulties into hard games to please certains ections really any different?

I know and agree with your stance. I was thinking past that and philosophizing about the general implementation of difficulty sliders in whichever way in whichever game which is difficult and not always something that has to be there in the first place. Read my first and second post in this thread. My nuance and not making this especially about ER was lost on you it seems. I blame my poor English
 
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Stuart360

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I know and agree with your stance. I was thinking past that and philosophizing about the general implementation of difficulty sliders in whichever way in whichever game which is difficult and not always something that has to be there in the first place. Read my first and second post in this thread. My nuance and not making this especially about ER was lost on you it seems. I blame my poor English
No your post is fine. When i was saying 'you' i didnt mean you in paticular. I should of said 'they' really
 
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Sakura

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I don't really understand the desire for an easy mode in souls games.
The entire point of the game is skill based gameplay etc. You don't beat a boss so you can watch some story heavy cutscene and move the plot forward, you do it for the gratification and satisfaction of managing to overcome that challenge.