You could make it easier for people who struggle with the various mini-games you’re often forced to play in games, like the turret and tower defence sections that often get thrown into third-person shooters. So, while this particular difficulty setting may not apply to your usual game, the concept could be applied to the mini-games often found in other games. It’s atrocious to play through because both the walls and the passages have no colour on them and so it’s easy to get lost in the geometry, and on the easier difficulty settings, this takes away the enemies that spawn in this area. So System Shock came out back in 1994, and the devs clearly wanted to create something different and very old-school 3D, and so there’s this “cyberspace” mini-game that gives you full 3D movement in any direction around a wire-frame 3D map that has not aged well. Cyber – this one only really relates to this particular game, but the principle can apply elsewhere. ![]() This difficulty setting has been done by things like Silent Hill 2, as has been said before, but the fact that there’s a specific distinction between puzzles and story is just great! So, with zero there are none and on three they’re incredibly hard. Puzzles – this one just makes the puzzles easier.This is probably the most fascinating aspect of the difficulty setting. On zero there’s no plot, and on one there’s audio logs, on two there’s passwords and keycards for doors and on four there’s a seven-hour time limit (because the game’s narrative technically takes place over seven hours). ![]() ![]() So, if you want it to be a straight up shooter then you’d up the combat difficulty and drop the mission difficulty. The difficulty literally removes the plot. Mission – this gets a bit more interesting.This is similar to the standard difficulty settings you’d find in most games. Whereas the highest difficulty makes it incredibly hard. Combat – if you decide to play the game on the lowest combat setting, the enemies never attack you and you can kill them in one hit, and so it effectively turns it into a walking simulator.And it’s worth looking at each of them a bit in-depth to understand what makes them so remarkable: Those four difficulty settings are labelled as: combat, mission, puzzles and cyber. So, there are four difficulty settings that go from zero to three, with zero being very simple and three being hard as hell. But despite just being a clever FPS, the game threw in a rather fascinating array of difficulty settings that truly makes it wonderful to play for a modern gamer who may find certain aspects of it a bit much to handle. System Shock 1 is pretty much just an FPS with some audio logs, emails and keys. Some modern games, like Celeste, allow for a range of difficulty adjustments, and that’s great, but it’s a small indie game and a platformer. But the difficulty settings grabbed my attention right away because of how different it is to pretty much everything else, and it came out in 1994! Why haven’t people been doing this forever?! ![]() That is, until I played the original System Shock.Īt time of writing, I’m still playing the game and don’t plan on rushing through it. Some games, like Silent Hill 2 add in an easy mode for the puzzles, but that was pretty much the most innovative thing I’d seen. And so game difficulty, as it’s generally implemented, involves combat difficulty. There’s generally easy, normal and hard modes, and sometimes they throw in a very easy and a very hard/impossible mode. Video games typically have difficulty settings, and those difficulty settings are often quite a simple fare.
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