Colorblind accessibility is easy to implement and pretty much everybody can do it after reading a wikipedia article on colorblindness.
On the other hand, balancing a game for several difficulties is not easy and takes a lot of time. Plus, it doesn’t always make sense. Part of the game is the struggle. If you’re skipping the struggle, then you’re missing a part of the game.
The main goal of a game is to be whatever the creators and/or you want it to be. Frustrating difficulty can still be fun, just like feeling scared in a horror game is fun. It simply has to be done right.
Keep in mind it’s already very hard to make a good, balanced game. Adding difficulty sliders increases that exponentially. Even if you add a few presets - that’s still a lot more work, which indie studios may not have resources for.
A good number of that is 3D artists. Try making a highly detailed 3D model in Blender. Now imagine a game like GTA V has thousands of those, but even more detailed. This is one of the major reasons why AAA are taking longer and longer to produce. At the same time, game systems and mechanics are simplified to cut costs.
I’ve worked in the video game industry for a couple years and have been credited in several games. This number may actually be higher.
It may sound crazy, but there’s a lot of people working on AAA games, usually most of them completely unrelated to game dev. Marketing, public relations, translators, 3D graphics artists, sound designers, orchestra performers, motion capture stuntmen, voice actors. Probably a few dozen managers, who have never even seen the game. Hell, some companies even credit IT staff in the game’s credits.
That’s already a whole bunch of teams. It’s also important to mention that many third-party contractors will often be skipped from the credits. QA is very commonly outsourced (to poorer countries like Romania or Serbia) and rarely gets into the credits. You may only see 5-10 names, while in reality it was at least 100. This is true for several other fields, though mostly non-game-related, e.g., localization, promotial material, merchandise.
I won’t disclose in what capacity, but in the past I have worked on several of Blizzard’s titles for a few months and I’m not credited anywhere. Just like at least a couple hundred other people. Not necessarily saying I should be - it was never mentioned or promised. Just highlighting that the real number of staff that worked on the game (or adjacent to the game) may be above 10k.
no more locked bootloader
Likewise modifying the bootloader requires unlocking it - which means no more secure boot and anyone who takes your phone can happily boot whatever they like on it. This is also bad.
Except for Graphene. The last step in the installation is locking the bootloader back, and the phone clearly says it’s locked.
In my opinion, the game is not particularly difficult. That is, if you’ve played through the original Hollow Knight. Which most people haven’t. In fact, it looks to me like a lot of people jumping on the hype don’t have too much experience with metroidvanias and soulslikes.
It’s a sequel, so intended to be played after the original. Why do we care what people who haven’t played the first game think?