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Flintlock: The Siege of Dawnis a new and promising entry in the souls-like genre. The game’s release has been somewhat positive with players praising its attempt at the genre. But players have been harsh in the backlash over the game’s performance issues and bugs.

One other thing that’s gotten players’ attention is that picking the Story or easy difficulty in the game locks you out of getting achievements. Some players say that achievements should be obtainable regardless of difficulty level. Others think the difficulty factor is what makes it an achievement.
Flintlock: The Siege of Dawn Locks Achievements Behind Higher Difficulties
The backlash is mainly from the fact thatFlintlock: The Siege of Dawnprevents players from earning any achievements if they switch to the Story mode at any point. This is particularly punishing, as even if players start on a higher difficulty and later switch to Story, their progress remains invalid for achievements.
Achievements are meant to reward players for their accomplishments. Many players believe that these rewards should be accessible to all players, regardless of the difficulty level they choose.

The current system byA44 Gamesrequires players to start a new game on Normal or Hard difficulty if they want to unlock achievements after switching to Story mode.
Comparisons have been made to other games that have successfully balanced difficulty and achievement systems. Players point out that a more reasonable approach would have been to include specific achievements for higher difficulties while still allowing basic ones to be earned in easier settings.

Yes sadly achievements are disabled on the lowest difficulty but I’m finding normal ok enough to handle. Not sure what the decision on disabling achievements is all about. I have a feeling they will reverse this decision based on the negative feedback
Games likeDark Soulshave popularized the notion that difficulty is integral to the experience. But even these games have found ways to include players of varying skill levels without alienating them.

The argument that achievements should be earned rather than given is valid, but it should not come at the cost of excluding a significant portion of the player base.
Should This Be a Common Trend in Today’s Gaming World?
In an era where inclusivity in gaming is becoming more prominent, this controversy feels outdated. The essence of gaming lies in its ability to offer enjoyment and a sense of achievement to all players, regardless of their chosen difficulty level.
By locking achievements behind higher difficulties,Flintlock: The Siege of Dawnseems to miss this critical point. Lessons from other games show that it’s possible to cater to both hardcore gamers and those who play for the story and exploration.

As games evolve to be more inclusive and accessible, developers face the challenge of balancing difficulty with rewarding all players. While some players appreciate the traditional approach to achievements, many others call for a more inclusive and flexible system.
What do you think of the difficulty/achievements debate? Let us know in the comments!
Daniel Royte
Gaming Writer
Articles Published :1370
As part of the FandomWire team, Daniel has followed the hero-shooter genre closely with a focus on titles like VALORANT, Apex Legends, and Marvel Rivals. you may also find him providing insight on the latest AAA titles from Elden Ring to GTA 6 and exploring the world of gacha games like Genshin Impact and Wuthering Waves. With more than 1,000 articles under his belt, you’ll need to look no further for a unique insight into every situation.If he’s not looking for the latest video game news, you’ll find him cheering on Ferrari in the race tracks of Formula 1 or at the theatres for the latest MCU releases.