Image Credit: Bethesda
Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.

Matt Thorson, Creator Of Celeste, Weighs In On Sekiro Difficulty Debate

This article is over 5 years old and may contain outdated information

Matt Thorson knows a thing or two about making challenging games. His thoughts around the Sekiro difficulty debate are important and illuminating.

Recommended Videos

A new From Software game normally means a new discussion around difficulty in games, and Sekiro: Shadows Die Twice is no different. Lots of people have offered their thoughts around the subject, but Matt Thorson, the creator of the fiendishly challenging Celeste, has just weighed in.

Celeste is known among platform games for the level of difficulty, and the precise control needed to get through many of its superbly crafted levels. What also makes it stand out from the crowd of difficult games is the lack of ego involved about that same difficulty. Rather than just make the game very hard, then take pride in that, Thorson included an Assist Mode, that allows players to alter aspects of the difficulty and turn it into a game that provides them with just the right amount of challenge.

As such, I believe his thoughts around the difficulty level of Sekiro have value, as they come from someone who created a challenging game of their own, but also felt there was no harm in allowing people to play around with it a little bit. In a series of tweets, he outlined some of his thoughts around how such a mode might work in Sekiro.

He highlights things like combat speed, number of Resurrections, being invisible while sneaking, infinite posture, and invincibility while drinking from the Gourd as all being possible things that could be left open for players to tweak.

He caveats these thoughts by offering insights around how Assist Mode should work in general, stating it should only be done from the main menu, on a per save file basis. Also, be very well explained for those who wish to use it, and that everything should be tweakable while in game, giving players the chance to alter the various aspects of Assist Mode on the fly.

If you are interested in even a general debate around difficulty in gaming, I would strongly suggest reading his tweets. It is also well worth playing Celeste, not just to see the Assist Mode in action, but also because the game is a standout platformer for people who enjoy the genre.


Gamepur is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy
Author
Image of Aidan O'Brien
Aidan O'Brien
Aidan O'Brien has been playing games for over three decades and has been writing about them for five years. When not getting stomped on by the creations of Hidetaka Miyazaki, he enjoys spending too much time in Warframe, Destiny 2 and any other ARPG with a solid grind. When not writing, he is doing inexplicable behind-the-scenes magic for GAMURS Group.