May 14, 2025
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  • “Video games are supposed to be difficult, now not exhausting”: Lead dev on promising Soulslike RPG pushes balanced quandary because “if stress keeps piling up with out aid, avid gamers will at final want to forestall”
“Video games are supposed to be difficult, now not exhausting”: Lead dev on promising Soulslike RPG pushes balanced quandary because “if stress keeps piling up with out aid, avid gamers will at final want to forestall”

“Video games are supposed to be difficult, now not exhausting”: Lead dev on promising Soulslike RPG pushes balanced quandary because “if stress keeps piling up with out aid, avid gamers will at final want to forestall”

By on March 17, 2025 0 25 Views

We find ourselves in approximately the 14th year of every intricate sport being labeled ‘Darkish Souls,’ so it’s fairly safe to express that one of the key aspects associated with the soulslike genre is challenge. FromSoftware’s Sekiro, Bloodborne, and Elden Ring have pushed my limits in ways that a less sophisticated game would never manage and create a plethora of significant positive experiences. This is subsequently followed by immense embarrassment when I see someone breeze through it on a DDR mat or some silly arrangement like that.

However, I’m conscious that not everyone is eager to repeatedly slam their head against a wall to conquer one boss fight out of 30 or so for hours, which is something that the studio behind The First Berserker: Khazan seems to recognize as well. In a conversation with GamesRadar+, the game’s creative director, Junho Lee, stated, “We aimed for success to feel fulfilling, but just as importantly, we wanted the journey of overcoming obstacles to be enjoyable. After all, this is a game. This is where fairness comes into consideration.” He added, “If a game is too simple, it lacks a sense of accomplishment. If it’s too challenging, it leads to frustration.”

Lee was further questioned about when challenge becomes excessively harsh and ceases to be entertaining. The director replied, “When the risk surpasses the reward, difficulty stops being engaging and starts feeling unjust. Balance is essential. If a player faces a high-risk challenge and succeeds, but the reward is minimal, the encounter turns frustrating instead of gratifying. Games should be captivating, not draining. If tension continues to mount without respite, players will ultimately wish to give up. This is what we consider punishing rather than challenging. Similarly, when the link between challenge and reward falters, the game loses its significance and becomes monotonous.”

In contrast to its soulslike counterparts, The First Berserker: Khazan offers an easier mode – which is accessible right after defeating the first boss. On the other hand, feedback from the game’s Steam Next Fest demo prompted the developer to reevaluate this for the full game: “after examining extensive player feedback and gameplay statistics, we made modifications. Now, players will be given the choice to reduce the difficulty earlier if they perish multiple times before reaching the first boss.” The demo for The First Berserker: Khazan tested my skills in ways I haven’t felt since overcoming Bloodborne’s Orphan of Kos, so this easier mode is likely to be a lifesaver when the full game is released – assuming I don’t remain too stubborn to use it.

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