this post was submitted on 22 Sep 2024
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Forgot what made me think about this topic but I've been considering this for a week or two... Curious what you all think.

When I mean "hardest" "video game", I mean whatever game that you find objectively more difficult than all other ones on the market, as long as it's a video game. I guess exposure to different genres/types of games can influence the answer to this question a lot so... Hence I was curious about your rationale.

I have a pretty solid answer & rationale but I guess I shouldn't share that in the main post to bias results...

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[–] [email protected] 2 points 3 weeks ago (3 children)

EU4...

I like most other Paradox games and I'm at least decent in them I'd say but EU4 just eludes me.

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[–] [email protected] 2 points 3 weeks ago

Ninja Garden 2 on Master Ninja mode. It's the hardest action game I've ever played. Non-stop Incendiary Shuriken ninjas, rockets, and mini bosses. You literally cannot stop moving, make any mistakes, and have to react in split seconds the entire time or you're dead. It's borderline impossible. Never again.

[–] [email protected] 2 points 3 weeks ago

The classic arcade game Venture. Go ahead, make my day:

https://archive.org/details/arcade_venture#

Venture is a 1981 arcade game by Exidy. The goal of Venture is to collect treasure from a dungeon. The player, named Winky, is equipped with a bow and arrow and explores a dungeon with rooms and hallways. The hallways are patrolled by large, tentacled monsters (the "Hallmonsters", according to Exidy) who cannot be injured, killed, or stopped in any way. Once in a room, the player may kill monsters, avoid traps and gather treasures. If they stay in any room too long, a Hallmonster will enter the room, chase and kill them. In this way, the Hallmonsters serve the same role as "Evil Otto" in the arcade game Berzerk. The more quickly the player finishes each level, the higher their score. The goal of each room is only to steal the room's treasure. In most rooms, it is possible (though difficult) to steal the treasure without defeating the monsters within. Some rooms have traps that are only sprung when the player picks up the treasure. For instance, in "The Two-Headed Room", two 2-headed ettins appears the moment the player picks up the prize. Players die if they touch a monster or the corpse of a monster. Dead monsters decay over time and their corpses may block room exits, delaying the player and possibly allowing the Hallmonster to enter. Shooting a corpse causes it to regress back to its initial death phase. The monsters themselves move in specific patterns but may deviate to chase the player, and the game's AI allows them to dodge the player's shots with varying degrees of "intelligence" (for example, the snakes of "The Serpent Room" are relatively slow to dodge arrows, the trolls of "The Troll Room" are quite adept at evasion). The game consists of three different dungeon levels with different rooms. After clearing all the rooms in a level the player advances to the next. After three levels the room pattern and monsters repeat, but at a higher speed and a different set of treasures.
\

Released
1981

[–] [email protected] 2 points 3 weeks ago* (last edited 3 weeks ago)

This is one is genre specific, but Caesar 3. I love city builders and have played them for as long as they've existed. I've learned all the little tricks and systems of the ones I've played, exploiting esoteric mechanics and optimizing my little utopias and creating epic, sprawling empires that far exceed every metric asked of me. That said, Caesar 3 is a challenge I still relish after (oh wow, has it really been) 25 years. It's the only city builder where the "peaceful" branch in the story is harder than the "wartime" scenarios. I revisited it recently wondering if I was just missing something back when I was younger, but nope. On the harder levels it asks you to sustain larger and larger populations with increasingly limited resources, and reaching the level of getting patrician housing (only achieved with sustained, stable access to literally every amenity) is extremely difficult but oh so satisfying. Every other city builder I've played, I barely have to think about every house becoming the top tier, but in Caesar 3 it's impressive if even a single block achieves it. It stands out even now after so many new entrants into the genre. Hell, it's still worth playing haha.

[–] [email protected] 2 points 3 weeks ago (1 children)

Out of the games I've played, OSU. I am pretty average at rhythm games where it's like Project Sekai or the Miku Diva style games where all you have to do it wait and click a button or tap somewhere specific at a fixed location on screen, but I absolutely suck at the whole move the mouse and click thing. Just as bad with mouse as when I tried with my beginners tablet.

Most other games I play anymore are games I know I'm at least decent at, so I don't have many games I'd consider the hardest or even to compare those too. Though, while writing this and thinking about it, I'd say I might compare OSU to Vib-Ribbon in general, default songs or not, and possibly even give it a close second for difficulty. And that's despite it being more of a wait and click type rhythm game in my eyes.

[–] [email protected] 2 points 3 weeks ago

I've actually been waiting for anyone to mention any rhythm games at all. I think rhythm games in general tend to have low skill floor, but insanely high skill ceilings (Freedom Dive, some Hatsune Miku songs, ...), which make them an interesting case on the difficulty scale... Some rhythm games have unintuitive control too (OSU being a prime example with the mouse control, also Taiko series) which makes them even more difficult

Side note: I find it hilarious that the original game which OSU was based on was actually just a "tap a tablet" game though (Ouendan series, use stylus to click bottom screen of NDS)... also some JP arcades stock Reflec Beat and crossbeats Rev, Round1 has an exclusive game Tetote Connect, which are all "tap a button on the screen" games but you touch the screen with your hands instead

I agree, even the hardest non-rhythm games I seem to be able to get accustomed to in 50~100 hours, but not some of these monstrosities

[–] [email protected] 1 points 3 weeks ago

The games you have to grind for 1000 hours just to have anything worthwhile. I got to be able to turn it on and go Brrap Brrap Pew Pew!

[–] [email protected] 1 points 3 weeks ago

Army Moves on the ZX Spectrum. I tried that game on and off for years, and I think I beat the first level once.

[–] [email protected] 1 points 3 weeks ago

Battletoads

[–] [email protected] 1 points 3 weeks ago

Freeways is a great game that makes me want to tear my hair out.

[–] [email protected] 1 points 3 weeks ago* (last edited 3 weeks ago)

Me infodumping about way too much of my thoughts on this topic, possibly bad takes, probably will influence your answer if you haven't typed in anything

Okay thanks everyone so much! I... wasn't sure what I was expecting to see in the replies, but I definitely had some other games in mind. I was thinking more along the lines of rhythm games (yes IIDX/SDVX I'm looking at you, no I still can't consistently clear lvl17 on SDVX), since most rhythm game feature levels that are just downright humanly impossible... but I assume the JP-based rhythm games are way too niche for most people, and Guitar Hero/Just Dance aren't too difficult in the grand scheme of things

I guess it makes sense that for many people the most difficult game would be some bizarrely difficult game from the 80s/90s since... I thought the rationale for making a video game challenging is to make it more replayable & create the feel of having more "content"? Games back then literally don't have the technical ability to create a 40+ hrs unique gameplay, so I guess until roguelikes/roguelites became popular it is a good strategy to just make the game really hard (which also coincides with arcades' need to make more money from ppl failing more). Which I guess makes From Soft games quite interesting since they are challenging despite having no lack of gameplay elements in the games themselves

And speaking of roguelikes/roguelites, I guess if people were to base the difficulty of a game on "how many people could win a run", "how long does it take to git gud", or "how consistently can a reasonably experienced player beat a run", roguelikes/roguelites would top the charts on most difficulty rankings... which I find kind of funny

I also have a personal hypothesis that for any action-based games, people find games with more "abstraction", i.e. the control scheme is more unintuitive or far-removed from the player, difficult. For example, a 90s platformer would feature you pushing buttons on a controller, which then feeds into your screen character moving while being influenced by game physics, which is an absurdly high amount of abstraction... whereas a game like Fruit Ninja has close to zero abstractions (you literally just swipe the fruit) and would probably be considered quite easy by most. Obviously doesn't apply to non-action based games but I think they are the minority among all video games

But honestly, I know I'm asking for difficult games here, but I find even just the 1985 Super Mario Bros quite challenging (mostly because of the jank physics engine but more about that another time)... games from that era truly are something else. And this is speaking from someone who had 100%ed or otherwise fully cleared many popular roguelike/roguelites so...

Anyway I think the short conclusion I had is I should play a few retro games that I haven't had a chance to try yet. Oh and traditional bullet-hells. Just for shits and giggles... thanks!

[–] [email protected] 1 points 3 weeks ago* (last edited 3 weeks ago)

Nina Gaiden 2. Bayou Billy.

[–] [email protected] 1 points 3 weeks ago

Old games were brutal.

Jet set willie comes to mind.

[–] [email protected] 0 points 3 weeks ago* (last edited 3 weeks ago)

Resident evil revelations on inferno difficulty is just unfair.

[–] [email protected] -1 points 3 weeks ago* (last edited 3 weeks ago)

Polybius I forget what I’m doing while playing.

[–] [email protected] -5 points 3 weeks ago (2 children)

A lot of games made in the 90’s were difficult. But that’s before entitlement struck the gaming community and the “I need to beat this game in a weekend” turds were dictating how games turned out.

[–] [email protected] 2 points 3 weeks ago (1 children)
[–] [email protected] 0 points 3 weeks ago

Here’s one now!

[–] [email protected] 2 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

Games made in the early 90’s were made for cartridges and floppy disks with limited memory and couldn't contain a lot of content so difficulty was used to increase playtime.

[–] [email protected] 0 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

Nice theory, but no. Just look at WoW as a perfect example. When it launched in the early 00’s, overland content had a bit of a difficulty curve to it. It was clearly intended to be somewhat challenging overall.

Other MMOs that followed had the same thing. ESO being a perfect example. In many places, and I recall it well- just doing side quests was risky. LoTRO is another good example.

Then over the years, the player base whined and the developers caved in to appease what was and still is called: “the care bears.”

The vocal majority of players that got tired of the grind and the difficulty, and whined their way into changing the overall feel of games to be winnable under the easiest of circumstances, and the last amount of time.

ESO is a soloable joke of a game and WoW is a cartoon. Now, difficult games are a niche novelty.

[–] [email protected] 1 points 2 weeks ago (1 children)

When an MMO launches it normally has little content and uses difficulty to pad playtime, especially subscription MMOs like WOW and pre-one tamriel ESO. Typically an mmo reduces difficulty of old content over time, when new content becomes available.

I do agree that the effect is much more pronounced the more popular a game is. LoTRO at least added some of the overworld challenge back with an optional difficulty slider after community backlash, and I'm not sure that a less niche game would have bothered.

[–] [email protected] 0 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

With all due respect, I think that a load of excuse mongering. Everyone knows that casuals complain to developers all the time. And that they get their way because they threaten to quit/cancel their subs.

This isn’t a giant secret. It’s pretty well known in a ton of games.

[–] [email protected] 1 points 1 week ago

it is a well known industry standard design philosophy.

"At the time, a console title cost something in the realm of $100 in today's dollars (or over €85-95), which made each game purchase an investment requiring long consideration and thoughtful planning. At that price, every game needed to last weeks, if not months, to justify the investment. Most games achieved this with the good old “Nintendo-hard” philosophy: Brutal challenges make a relative dearth of original content last longer."

https://arstechnica.com/gaming/2021/09/too-much-of-a-good-thing-mourning-the-slow-death-of-the-retail-game-store/

https://en.wikipedia.org/wiki/Nintendo_hard

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