Creative Director Jason Connell said that the standard difficulty level is designed for those looking for a serious challenge. According to the studio, most testers had more fun when success depended on skill, not condescending mechanics.
The game has several modes available — from a calm narrative to an extremely hardcore one, where the slightest mistake leads to death. The creators admitted that the most difficult task was to find a balance of the "normal" level — to make it difficult, but not repulsive.
The developers also added the ability to freely change the difficulty at any time, without penalties. This allows you to go through the story at your own pace, without losing interest.
Sucker Punch's approach is aimed at attracting both new players and Tsushima fans.