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They said it bluntly they just want to broaden the player base, a pure financial decision although the game is already succesful, these games aren't made with ideals, they are made to cash in.
You should be more careful what you consume and who you support.
Support smaller indie devs that don't proclaim "toxic accessibility", or those who have proven they are passionate, by the way how they speak about their game.
Neowiz is just like the Stellar Blade team a cookie cutter developer this was pretty much clear from the start, asian market should be treated with care, most of them are property of tencent or other huge conglomerates, though there is merrit on much smaller scale teams.
I could never get into Sekiro's parry-heavy gameplay and this will be the reason I will now finally try LoP. Fiorts on Easy and then - if I maybe learned the parry mechanic - on Normal.
OP: What you're doing is such a weird kind of gatekeeping that I seriously wonder why you need this fake validation?! Enjoy the game on Normal/Hard and let other people have their fun. Some games would be DEAD today if they hadn't become more accesible (Fire Emblem is a good example). And because Soulsgames often lead to multiple playthroughs anyways, you'll find that a lot of ppl will start on Easy, then jump to Normal or play their second round on Normal. And if your ego craves for some artificial boosting: There will be most likely achievements for you gid gud crowd to show how extremely superior you are ...
This belief of that everyone should be able to play everything is why the videogame industry is in such a sorry state.
A game for everyone is a game for no one.
I love ONE difficulty setting in all genres, when you talk about these games, it goes straight to the point, you exchange builds, strategies etc.
In games with difficulty settings the conversation ends before it started "Which difficulty did you choose?" "Easy" "Oh yeah, nice game, huh?" and it's over.
This makes no sense buddy. Who dictated that? Who defines the genre but the devs who actually develope the game?
Take Fire Emblem as an example: They added Casual Mode as an option to turn off permadeath and that was arguably even more impactful because FE games are designed around the fear of losing units. What actually happened: The series went on and didn't die a painful death. I tried FE bc. of this, loved it and now only play on Classic Mode. But if I hadn't had that option, I would have never given the series a try and finally came to appriciate the nuance of Permadeath.