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Yes this is definitely not centralizing on the idea of difficult games per se. The best easy games are conceived as such in their core-design, so nothing is really lost. The problem is bypassing the core-design for trivialization purposes, which doesn't differentiate between the initial difficulty design.
So we're rather against the postmodern (and sometimes intersectional) mentality that the player is entitled to control the game however they wish for, as this leads only to a decline of potential valuable videogame experiences.
basically, this group appears to be totally against assist modes and features as a blanket opinion, which i feel is rather unfair to the games you are reviewing and harming your credibility as a curator.
i'll stay in here for now, because it would be nice to see this group develop into something with a bit more nuance, but currently i offer no support.
(3/3)
(2/3)
silksong is a game that has challenge fundamentally baked into its design. it was never meant to have an easy mode; the metroidvania genre as a whole is all about encountering walls, figurative or literal, and exploring elsewhere to find a way past them. so, i do have a big issue with the masses of people acting so very entitled to an 'easy mode' under the guise of an accessibility feature, as difficulty levels are NOT accessibility features.
however, looking at a game such as celeste or another crab's treasure, this simply isn't the case. though these games CAN be quite hard, that is not a primary intention of the developers.
(1/3)