

In other words, you are E.T.'s worst nightmare.

The story behind XCOM is simple: you are in charge of the XCOM organization, a shadowy international body that protects Earth from threats that are beyond the scope of any one nation. With XCOM, though, I feel that the key to enjoying the difficulty lies in the narrative. If the difficulty is a direct flaw of gameplay design (like, for instance, the execrable Superman on Nintendo 64), or simply starts hard and remains hard (or follows a bizarre pattern of easy-hard-moderate-hard-easy-hard etc.), then it's just frustrating. The key is in design if a game is difficult because the designers apply a steady curve of aggression, and the player has a chance to become accustomed to that curve, it feels like we can conquer that hump with practice and perfection. At first blush, if a game is too difficult, it seems like it won't be enjoyable.
#Layers of fear ouija puzzle Pc#
I'm not sure what it is exactly about classic PC games and difficulty curves, but the two always seem to go hand in hand, such that the "Hard" mode of Firaxis' 2013 game is nicknamed "Classic" in recognition of the 1994 original's teeth-grinding frustration.
