STOP Saying Modern Game Design Has Gone Soft. (The Indie Evolution)

Mainstream game design hasn't gone soft—it’s just hiding. While modern AAA studios refuse to shut the hell up and let you think, indie developers are keeping it real. They didn't get the memo that difficulty is dead. Instead, they're using death as a teaching tool, a core mechanic, and a badge of honor. Today, we are breaking down three flavors of modern game difficulty through the eyes of a video game tester. From losing myself for hours in the old-school arcade DNA of Balatro and The Binding of Isaac, to getting absolutely cooked by the tutorial area of Bloodborne, to the 100% fair twitch-reflex grind of Cuphead. Let's settle it in the comments: What's a game you had to completely walk away from because it wasn't worth the unneeded stress? If you enjoyed the video, consider hitting that like and subscribe button. It helps the channel out a ton! CHAPTERS: 0:00 - The Corporate Shield vs. Indie Evolution 0:38 - The New Arcade DNA (Why I Love Roguelikes) 3:38 - Cooked by the Tutorial (Why I Can't Stand Soulslikes) 5:44 - The Fast, and Flawless (Why I love Run and Gun Platformers) 7:29 - The Takeaway ⁠#GameDesign #IndieGames #GameTesting #VideoGameEssay⁠