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But if that was the standard for how those games play, everyone would agree that would be pretty unreasonable and would probably only appeal to a small niche audience of hardcore masochists. You've gotta be able to be objective about it, not just about whether or not you personally can do it.
The thrust is not that it is ludicrously difficult either, just a bit. Moreover, not quite for the right reasons. Which is why I mentioned stealth not really being a thing, mechanics-wise. Perk system is very limited, and most aren't really that helpful if you don't already play in a full group. UV light doesn't seem to stack when multiple players hit the same target as far as I can tell, which leads to it being wasted. The entity doesn't slow down when it hits corners which makes it unreasonably powerful as it zooms through narrow confines, making some deaths feel cheap (obviously I recognize the speed is an intentional difficulty hike gameplay element, but zero inertia feels very arcadey/cheesy). Further mechanics like actually hiding-hiding, and maybe having some more nuanced perks or abilities would be interesting. Maybe a few more limited-use items. Maybe a perk that allows you to temporarily lock a door which takes longer for them to get through that operates on a cooldown. Etc.
For context, Monstrum(1) is a game I adore that has functional avoidance/stealth mechanics which is fairly difficult, (Got super close to completing it a few times, never have), but never feels cheaply so. No UV-light equivalent in that game, no co-op, no medkits, no pacified mode. If it sees you, you HAVE to flee. And I have no complaints about that gameplay loop. Food for thought.
Just YMMV then, it seems, because I've done organized. I bought the game over Christmas. Tried solo about three times to learn the ropes. First stage, normal difficulty. Then I coordinated with a friend on co-op once we understood the mechanics, got smart about item placement, figured a good way to essentially burn three items in a row at a time. 4 runs in and we only got to 9/10 and took a break. Kind of absurd how fast she gets at that point. Don't think it's hugely over-difficult, just think it could use a bit of work. I'd welcome more complex mechanics, and less of a pacman-ghost-on-steroids situation with super high speeds and zero inertia in close quarters. Gets to a point where it's like, if you have to look up guides to find the good spots or to unravel the most efficient meta, the game might be the wrong -type- of difficult. At the core, it's a super simple item retrieval concept, and I think decently smart people should be able to tackle a stage without pouring over youtube walkthroughs. Especially if any of those tips/hints involve essentially gaming the system a bit.
bro its really not that deep.