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The First Berserker: Khazan redefines its difficulty to attract more players

The action RPG implemented an update that modifies the perception of the challenge without altering its hardcore essence

The First Berserker: Khazan, Neople's soulslike RPG that debuted in March 2025, introduced a major update to its difficulty levels.

The adjustment responds to a crucial observation: a large portion of players would quit the game rather than lower the level of challenge. This behavior motivated the studio to reformulate the modes to better adapt to the real needs of the audience.

The psychology behind difficulty

Despite having a difficulty selector from the start—something unusual in soulslike games—the "Easy" mode was not being used. Junho Lee, the game's creative director, explained that many players "preferred to stop playing rather than change the difficulty," revealing a psychological barrier stronger than expected.

Pride in overcoming the challenge in its original form directly influenced the early abandonment of the experience.

Long-haired warrior attacks a monstrous creature in a snowy setting under a starry sky, with blood splattering after the sword’s impact.
The First Berserker: Khazan redefines its difficulty to attract more players | La Derecha Diario

New names for old challenges

To reverse this trend, Neople decided to redefine the names of the modes:

  • The previous "Easy" is now called "Normal"
  • The former "Normal" became "Challenging"
  • A new "Beginner" level was added
  • A "Hardcore" mode was also introduced for those seeking the ultimate challenge

This semantic reorganization aims to eliminate the stigma associated with "easy mode", creating a more inclusive experience without altering the game's core design.

A mode for every player

The new "Beginner" mode includes accessibility improvements, reduced damage taken, and greater tolerance for mistakes, designed for those just starting out in the genre.

Long-haired blond warrior with partial armor and scars on his torso in a snowy landscape
The First Berserker: Khazan redefines its difficulty to attract more players | La Derecha Diario

In contrast, the "Hardcore" mode uses extreme versions of prototype bosses, designed for veterans who want to face the developers' original challenge.

Lessons for the gaming industry

Khazan's case opens a key debate in the industry: how to handle difficulty without betraying artistic vision or excluding new audiences. While designers like Hidetaka Miyazaki (Dark Souls) reject more accessible options, Neople opts for a middle ground: adjusting without giving up.

Unlike games like Resident Evil 4, which automatically modify difficulty without warning, Khazan openly communicates its changes and challenges the symbolic weight of labels.

A step toward inclusion without losing essence

With this update, The First Berserker: Khazan aims not only to retain more players but also to expand its user base.

The studio recognizes that technical decisions can have deep emotional effects. With a more flexible system, the proposal becomes less intimidating and more appealing to those who, until now, had not dared to face the brutality of the soulslike genre.

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