Lies of P is getting difficulty options to make the Soulslike more accessible

Hilarious to see people annoyed about difficulty OPTIONS. I might actually play it now. If you don't want an easier experience, just shut up and stick to what you already have?
I have convinced myself that these must be individuals who have never played hard games before Dark Souls 1, or else they'd know that a series that was notorious for being difficult...

which-ones-your-favorite-and-why-v0-26k75eikdp3e1.jpeg


...had difficulty options. The "Ninja Dog" meme didn't come from nowhere.
 
Stereotypical-gamer-in-South-Parks-episode-Make-Love-Not-Warcraft-Season-10-Episode_Q320.jpg

"I'm against difficulty options because it takes away from the experience when somebody less skilled at playing games than me can enjoy a singleplayer game in the way he or she wants. "
 
Last edited:
This. Why would you even care? What do you get out of somebody not having an option you wouldn't even use?

It's not like I wouldn't buy the game if it wasn't there. But if it is, I would still buy it.

And I didn't finish Hollow Knight. I dropped it halfway through, because it got too hard, real life got in the way and I didn't have the time to keep going. Any time I tried to pick it up again, I saw that my skills had diminished too much. So yeah, I didn't finish it. Maybe if there was a difficulty slider, I would have taken it down and still finish it at one point.

But apparently, that takes away some enjoyment and sense of achievement of some random people on the internet I don't know and probably don't want to know. All good.

In what way would you even care about somebody having an opinion on what difficulty you finished a game? It's not like you ran a marathon, fought in a war, won an election or started a successful company. You finished a GAME.
Well said man. I wouldn't cry if HK got difficulty sliders or claim they haven't beaten it if they do it on easy mode. Why would I? I wouldn't block the club house door from the HK chads house.

I see people claiming "this move won't help sales" and I think how could it not help?
 
I have convinced myself that these must be individuals who have never played hard games before Dark Souls 1, or else they'd know that a series that was notorious for being difficult...

which-ones-your-favorite-and-why-v0-26k75eikdp3e1.jpeg


...had difficulty options. The "Ninja Dog" meme didn't come from nowhere.
Utterly irrelevant and different design philosophies. Dark Souls is difficult because it's part of the core design. Miyazaki wants the repeated failures until the player triumphs and feels that sense of accomplishment. NG is hard because Itagaki is an asshole.
 
Last edited:
Utterly irrelevant and different design philosophies. Dark Souls is difficult because it's part of the core design. Miyazaki wants the repeated failures until the player triumphs and feels that sense of accomplishment. NG is hard because Itagaki is an asshole.
You could potentially argue this with Ninja Gaiden 2, but are you actually claiming that Itagaki's team didn't design for a sense of accomplishment with Ninja Gaiden Black?
 
People who complain about this being added are losers who probably brag about beating dark souls all the time.
It's their biggest life accomplishment
Calling people "losers" for defending a genre they're passionate about? That's a lazy, insecure take. If your only counter to criticism is to insult people who enjoy a challenge, you're not arguing, you're just projecting.

Yeah, some players are proud of beating Dark Souls. Because it means something to them. It's not just button-mashing through a story, it's mastering systems, learning patterns, and pushing through frustration. That's not their "biggest life accomplishment", it's just one they actually earned, which is more than can be said for people who want everything handed to them and then cry when others dont agree

Gatekeeping isnt the issue. Wanting to preserve what makes a genre special is. If that bothers you, maybe its not the genre that needs to change.
 
You could potentially argue this with Ninja Gaiden 2, but are you actually claiming that Itagaki's team didn't design for a sense of accomplishment with Ninja Gaiden Black?
Nah, not really. The dude had play testers complaining it was too hard and decided to make it even harder just to be an asshole. He made the game hard to appeal to the hardcore crowd as a callback to old school hard games.
 
Calling people "losers" for defending a genre they're passionate about? That's a lazy, insecure take. If your only counter to criticism is to insult people who enjoy a challenge, you're not arguing, you're just projecting.

Yeah, some players are proud of beating Dark Souls. Because it means something to them. It's not just button-mashing through a story, it's mastering systems, learning patterns, and pushing through frustration. That's not their "biggest life accomplishment", it's just one they actually earned, which is more than can be said for people who want everything handed to them and then cry when others dont agree

Gatekeeping isnt the issue. Wanting to preserve what makes a genre special is. If that bothers you, maybe its not the genre that needs to change.
difficulty is not what makes the "genre" special.
I've beaten all of those games multiple times like anyone else. I am just as passionate about it.
These games are more about exploration and loot rather than just raw difficulty... except the dlcs. The dlcs always focus on difficulty.

There is nothing that cannot be preserved by adding an easy mode. It's still just gatekeeping.
Did people finishing clair obscur on normal or expert feel worse about themselves because I beat it on easy? Did it hurt the clair obscur genre?
 
difficulty is not what makes the "genre" special.
You're saying difficulty isn't what makes the Soulslike genre special? That's a wild revision of history.

The entire reason Demon's Souls gained a cult following, and why Dark Souls became a phenomenon is precisely because of its brutal challenge, its refusal to hand-hold, and the deep satisfaction that comes from mastering it

Exploration and loot are great, but without the risk, tension, and triumph that difficulty brings, those things lose their meaning. They're not mutually exclusive, they complement each other
I've beaten all of those games multiple times like anyone else. I am just as passionate about it.
Claiming you've beaten all the games doesn't change the facts. Being passionate about something doesn't mean you get to redefine it to suit your preference. Passionate fans defend what makes the genre unique, not what makes it more accessible to people who dont want to engage with the core systems

These games are more about exploration and loot rather than just raw difficulty... except the dlcs. The dlcs always focus on difficulty.

There is nothing that cannot be preserved by adding an easy mode. It's still just gatekeeping.
As for the "just gatekeeping" argument: no, it's not about ego. It's about preserving the artistic intent and mechanical identity of these games. Easy mode isnt harmless if it shifts the developer's design focus or pressures them to dilute what makes their games stand out in the first place
Did people finishing clair obscur on normal or expert feel worse about themselves because I beat it on easy? Did it hurt the clair obscur genre?
Your Clair Obscur comparison falls flat because Soulslikes aren't built like traditional RPGs with optional difficulty sliders. They're designed from the ground up around challenge, enemy placement, stamina management, level layout, checkpoint spacing, it's all deliberately tuned to create tension and reward mastery.

You can't just flip a switch and expect it to stay the same game

No one's mad you want an easier game. But demanding that this genre bend to your preference while dismissing those who disagree as gatekeepers? That's entitlement masquerading as inclusivity
 
Last edited:
It's not about gatekeeping. Very few devs, if any at all, manage to create a tight experience with different difficulty settings. So, they usually fuck up and make it worse to everybody, something I care about.

Nier Automata is a prime example. The game is either too easy or annoyingly difficult. It's not well balanced at all.

GOW is another example of a game that could have turned out much better with an unique difficulty.

In the case of From's game, the difficulty isn't only about enemies being hard but about a world and a story that is not spoonfed to you. Difficulty is consistent to the overall experience, and they would vandalize it by adding difficulty sliders.

Before someone mentions DMC or Bayonetta, those games are meant for multiple walkthroughs, so you beat it in every difficulty. That makes the game better.
 
You're saying difficulty isn't what makes the Soulslike genre special? That's a wild revision of history.

The entire reason Demon's Souls gained a cult following, and why Dark Souls became a phenomenon is precisely because of its brutal challenge, its refusal to hand-hold, and the deep satisfaction that comes from mastering it

Exploration and loot are great, but without the risk, tension, and triumph that difficulty brings, those things lose their meaning. They're not mutually exclusive, they complement each other

Claiming you've beaten all the games doesn't change the facts. Being passionate about something doesn't mean you get to redefine it to suit your preference. Passionate fans defend what makes the genre unique, not what makes it more accessible to people who dont want to engage with the core systems


As for the "just gatekeeping" argument: no, it's not about ego. It's about preserving the artistic intent and mechanical identity of these games. Easy mode isnt harmless if it shifts the developer's design focus or pressures them to dilute what makes their games stand out in the first place

Your Clair Obscur comparison falls flat, because Soulslikes aren't built like traditional RPGs with static difficulty sliders. They're designed around difficulty, level layouts, enemy placement, stamina management, checkpoint spacing; it's all interconnected. You don't just flip a switch and call it a day

No one's mad you want an easier game. But demanding that this genre bend to your preference while dismissing those who disagree as gatekeepers? That's entitlement masquerading as inclusivity
its bullshit and still just gatekeeping.
this genre will not get worse because you add easy mode. This is insane thinking.
And I am saying that there are many components to souls genre. not just the difficulty.

"It's about preserving the artistic intent and mechanical identity of these games" Even Miyazaki said his games are not about difficulty.

Someone playing on easy will have the same difficulty finishing the game as you playing on hard. The game is identical to both those people.
 
difficulty is not what makes the "genre" special.
I've beaten all of those games multiple times like anyone else. I am just as passionate about it.
These games are more about exploration and loot rather than just raw difficulty... except the dlcs. The dlcs always focus on difficulty.

that's not true. Souls-Likes specifically are very much designed around difficulty.
the main defining element of them is the mechanics around losing and retrieving your currency after death. this main game mechanic is meaningless if there's no risk of losing your currency in the first place.

the entire genre is defined by this risk of every enemy having the potential to fuck you up if you aren't paying attention.

there are games in this genre, or adjacent to it (Souls-Lites if you will), that can stray away from that concept a bit because they offer other elements than just the core Souls-Like formula. but Lies of P is a game that is as barebones of a Souls-Like as it gets. it is essentially a FromSoft clone.

so take away too much of that tension of "I don't wanna lose my stuff! better be careful!" and you're left with a mundane action RPG.
 
that's not true. Souls-Likes specifically are very much designed around difficulty.
the main defining element of them is the mechanics around losing and retrieving your currency after death. this main game mechanic is meaningless if there's no risk of losing your currency in the first place.

the entire genre is defined by this risk of every enemy having the potential to fuck you up if you aren't paying attention.

there are games in this genre, or adjacent to it (Souls-Lites if you will), that can stray away from that concept a bit because they offer other elements than just the core Souls-Like formula. but Lies of P is a game that is as barebones of a Souls-Like as it gets. it is essentially a FromSoft clone.

so take away too much of that tension of "I don't wanna lose my stuff! better be careful!" and you're left with a mundane action RPG.
its difficulty as much as choosing your build and level exploration / inter connectivity.
Difficulty is not the only thing. and as I've said above. someone playing on easy = same difficulty as someone playing on hard.
And it's gatekeeping. You are telling me, I will not be able to play the genre I love when I am 65 because my reflexes are too slow ?
 
Calling people "losers" for defending a genre they're passionate about? That's a lazy, insecure take. If your only counter to criticism is to insult people who enjoy a challenge, you're not arguing, you're just projecting.

Yeah, some players are proud of beating Dark Souls. Because it means something to them. It's not just button-mashing through a story, it's mastering systems, learning patterns, and pushing through frustration. That's not their "biggest life accomplishment", it's just one they actually earned, which is more than can be said for people who want everything handed to them and then cry when others dont agree

Gatekeeping isnt the issue. Wanting to preserve what makes a genre special is. If that bothers you, maybe its not the genre that needs to change.
In all that you never said how adding options takes any of that away. You're still free to do all that while others can do it their way.
 
that's not true. Souls-Likes specifically are very much designed around difficulty.
the main defining element of them is the mechanics around losing and retrieving your currency after death. this main game mechanic is meaningless if there's no risk of losing your currency in the first place.

the entire genre is defined by this risk of every enemy having the potential to fuck you up if you aren't paying attention.

there are games in this genre, or adjacent to it (Souls-Lites if you will), that can stray away from that concept a bit because they offer other elements than just the core Souls-Like formula. but Lies of P is a game that is as barebones of a Souls-Like as it gets. it is essentially a FromSoft clone.

so take away too much of that tension of "I don't wanna lose my stuff! better be careful!" and you're left with a mundane action RPG.
And how does any of that change for you when you can just play the game on the base difficulty which is the one it has now, while someone else on the other side of the world chooses the easy setting, where hit a little bit less hard for example?
 
my 11yo nephew plays games just to platinum them. He skips cutscenes and so on.
He watches yt guides and plats the games.
And I am in my 30s. I prefer to lower a difficulty and have fun rather than be a tryhard and not enjoy it.
There is so much more to gaming than just difficulty and trophies
It's kind of terrifying how outcome-oriented society has become.

"You want to enjoy the thing?"
"No, I want the reward."

Kinda like the way students are using AI to write their essays.

"Are you curious about the subject? Interested in learning something for yourself and gaining new skills?"

"No, I want the grade."

Carrot and stick from cradle to grave...
 
It's kind of terrifying how outcome-oriented society has become.

"You want to enjoy the thing?"
"No, I want the reward."

Kinda like the way students are using AI to write their essays.

"Are you curious about the subject? Interested in learning something for yourself and gaining new skills?"

"No, I want the grade."

Carrot and stick from cradle to grave...
He got undertale.... and had it platinumed the next day... without knowing what the game was about....
 
its bullshit and still just gatekeeping.
Calling it gatekeeping doesn't make your argument any stronger buddy

Soulslikes are built around difficulty. It's not an optional feature; it's the backbone that gives weight to every mechanic, from stamina management to enemy placement. Take that away, and the experience changes fundamentally

this genre will not get worse because you add easy mode. This is insane thinking.
And I am saying that there are many components to souls genre. not just the difficulty.
And no, someone playing on easy is not having the same experience as someone on standard difficulty.

Saying the game is "identical" on easy and standard difficulty is like saying hiking to the top of a mountain and taking a helicopter give you the same experience. Sure, you end up in the same place but the journey, the effort, and the meaning behind reaching the summit are completely different. One tests your limits and gives you a sense of accomplishment. The other skips the challenge entirely (just like EASY mode)

"It's about preserving the artistic intent and mechanical identity of these games" Even Miyazaki said his games are not about difficulty.
Quoting Miyazaki doesn't help your point either. He's said the games aren't only about difficulty, but he's also emphasized that the struggle is part of the emotional journey. That's the artistic intent you're dismissing

Someone playing on easy will have the same difficulty finishing the game as you playing on hard. The game is identical to both those people.
If you want games with easier options, there are plenty. But don't come into a genre defined by challenge and demand it stop being what it is just to suit your preferences. That's not inclusivity, that's entitlement
 
Last edited:
There is nothing that cannot be preserved by adding an easy mode. It's still just gatekeeping.
The entire community goes down the drain if you can just resort to "lower the difficulty". What's the point of summoning? What's the point of figuring out weaknesses, patterns, combo strings, etc, if in the end, you can just adjust the difficulty if you're stuck?

The Souls community works because we all know we're facing identical bosses with identical levels of challenges, thus when builds or strategies are recommended, they don't have to cater to a certain difficulty or become useless at higher ones. One of the reasons for the player base's growth is how we were all in this together and helping each other out whether through summons, messages, or helpful tips online. We all knew the pain and frustration of repeatedly hitting a wall that we couldn't overcome and for those who gave up, that was it.

So, no. The difficulty is part of the core design of the games. You cannot remove it without everything changing.
 
Last edited:
In all that you never said how adding options takes any of that away. You're still free to do all that while others can do it their way.
The problem isn't that you can play on easy. The problem is that once an easy mode is officially supported, the entire design philosophy starts to shift

Developers are now balancing for multiple experiences, which inevitably dilutes the one that made the genre special in the first place. Difficulty isn't just a personal setting, it's what shapes the pacing, level design, enemy behavior, and player growth

You can't bolt on a new difficulty without affecting the foundation.

Adding options sounds harmless in theory, but in practice, it changes expectations. The market shifts, devs are pressured to cater to wider audiences, and the genre loses the thing that set it apart. You don't preserve a vision by fracturing it
 
It's definitely gatekeeping behaviour nowadays, but saying demon's souls didn't find its success "establishing" the "genre" because of the difficulty is just silly and revisionist.
The entire thing people talked about during it's release was how brutal the difficulty was, it was the entire draw to the game.

Acorn Films even made an, to this day, amazing review about it centered around the difficulty
 
There is a fundamental truth in fixed difficulty games: that sometimes the world won't bend for you,, that each person is confronted with the same challenge and each must decide if he or she will overcome it. Some will find it easier than others. It's unfair. Life mostly is. When the world will not adapt to you, you must adapt to it, in doing so we learn and grow.
 
Last edited:
The problem isn't that you can play on easy. The problem is that once an easy mode is officially supported, the entire design philosophy starts to shift

Developers are now balancing for multiple experiences, which inevitably dilutes the one that made the genre special in the first place. Difficulty isn't just a personal setting, it's what shapes the pacing, level design, enemy behavior, and player growth

You can't bolt on a new difficulty without affecting the foundation.

Adding options sounds harmless in theory, but in practice, it changes expectations. The market shifts, devs are pressured to cater to wider audiences, and the genre loses the thing that set it apart. You don't preserve a vision by fracturing it
I can get behind a creator sticking to their guns in making games the way they want them to be. No argument there. It's just a balancing act with how much money they want to make vs how much they're willing to leave on the table in the end.
 
The entire community goes down the drain if you can just resort to "lower the difficulty". What's the point of summoning? What's the point of figuring out weaknesses, patterns, combo strings, etc, if in the end, you can just adjust the difficulty if you're stuck?

The Souls community works because we all know we're facing identical bosses with identical levels of challenges, thus when builds are strategies are recommended, they don't have to cater to a certain difficulty or become useless at higher ones. One of the reasons for the player base's growth is how we were all in this together and helping each other out whether through summons, messages, or helpful tips online. We all knew the pain and frustration of repeatedly hitting a wall that we couldn't overcome and for those who gave up, that was it.

So, no. The difficulty is part of the core design of the games. You cannot remove it without everything changing.

Except that this post is just more perfect proof about Souls fans egos and difficulty gatekeeping. You have to bring up Souls no matter what.

Lies of P is getting difficulty options. Not Dark Souls.

And even if Dark Souls DID get difficulty options, the hardcore community would just choose the default Souls difficulty and nothing would change. You would all still be playing the same game with the same strategies and builds and challenges and blah blah blah. Meanwhile, the more casual crowd would set it to easy and do their thing.

I don't believe that Souls will ever add difficulties, and I am totally fine with that. But this aversion to it in any Soulslike game is just gatekeeping for the sake of it. As long as the experience is intact that the core fanbase is expecting, adding more difficulties doesn't hurt that. It hurts you and that's all you care about. You struggle with a boss and then beat it and think that meant something, but it didn't because someone else out there is running around in a loin cloth with a club and is wrecking everything that you can't. There isn't even parity within the stock community, so what does it matter if someone else sets it to easy and has at it and heaven forbid has some fun and enjoyment? The argument that it cheapens the experience isn't an argument, because as long as the traditional difficulty is offered then you still have your precious sense of accomplishment and camaraderie with other traditional difficulty players.

The bottom line is that you seek validation by beating a video game but adding difficulty options cheapens that since it wont seem as special to you anymore and that bothers you. It doesn't change the game itself.
 
Except that this post is just more perfect proof about Souls fans egos and difficulty gatekeeping. You have to bring up Souls no matter what.

Lies of P is getting difficulty options. Not Dark Souls.

And even if Dark Souls DID get difficulty options, the hardcore community would just choose the default Souls difficulty and nothing would change. You would all still be playing the same game with the same strategies and builds and challenges and blah blah blah. Meanwhile, the more casual crowd would set it to easy and do their thing.

I don't believe that Souls will ever add difficulties, and I am totally fine with that. But this aversion to it in any Soulslike game is just gatekeeping for the sake of it. As long as the experience is intact that the core fanbase is expecting, adding more difficulties doesn't hurt that. It hurts you and that's all you care about. You struggle with a boss and then beat it and think that meant something, but it didn't because someone else out there is running around in a loin cloth with a club and is wrecking everything that you can't. There isn't even parity within the stock community, so what does it matter if someone else sets it to easy and has at it and heaven forbid has some fun and enjoyment? The argument that it cheapens the experience isn't an argument, because as long as the traditional difficulty is offered then you still have your precious sense of accomplishment and camaraderie with other traditional difficulty players.

The bottom line is that you seek validation by beating a video game but adding difficulty options cheapens that since it wont seem as special to you anymore and that bothers you. It doesn't change the game itself.
The director was inspired by Dark Souls as to his reasons for making the game difficult. That's why we bring it up.
 
Last edited:
I have convinced myself that these must be individuals who have never played hard games before Dark Souls 1, or else they'd know that a series that was notorious for being difficult...

which-ones-your-favorite-and-why-v0-26k75eikdp3e1.jpeg


...had difficulty options. The "Ninja Dog" meme didn't come from nowhere.
i rly dont know why ppl think Ninja Gaiden is that hard, its a pretty doable game in hard difficult
 
i rly dont know why ppl think Ninja Gaiden is that hard, its a pretty doable game in hard difficult
Ninja Gaiden on normal difficulty isn't much of a problem. Some challenging bosses like Alma, but very doable. It becomes crazy on Master Ninja, but you have to beat the game thrice beforehand on increasingly higher difficulties, so most people never make it that far.

Path of the Master at the start of NG2 is a bitch though.
 
Last edited:
Ninja Gaiden on normal difficulty isn't much of a problem. Some challenging bosses like Alma, but very doable. It becomes crazy on Master Ninja, but you have to beat the game thrice beforehand on increasingly higher difficulties, so most people never make it that far.

Path of the Master at the start of NG2 is a bitch though.
PotM is doable too, its a bit annoying and frustrate at the begging, but once you start to believe the tables turn and you start some ass kicking and thats why souls games must stay as it is, no difficult slider, cause the reward of learning and beating the game out weight the frustration immensely.

its like fighting Simon in E33 on expert, god damn, that fight is unfair and bs all the way, but once you defeat the dude you fell great, the frustration just vanishes and the felling of achievement kicks in, so good.
 
Last edited:
Top Bottom