I've been playing MIO: Memories in Orbit recently and it's made me want to talk about difficulty and assists in video games. First, because I've heard an increasing quantity of "difficult = inaccessible" in fandom spaces in general of late, I'd like to establish that accessibility features are those which allow people who physically cannot otherwise play the game to do so, and assist features are those that make the game easier.
I love metroidvanias, but I'm not very good at video games. My hand-eye coordination and reaction time are relatively poor, so I struggle with precise timing a lot- this does not mean games reliant on that, like metroidvanias, are inaccessible to me, it just means they're hard and I'm not very good at them. And it's something I am actively improving.
MIO is a pretty hard game- I'd place it somewhere between Hollow Knight and Silksong. It has three assist features, and WOW are they fantastically implemented. The first one is "eroded bosses," which slightly decreases boss health each time they defeat you- which might be the best assist feature I've ever seen. The amount of health removed is small enough to not instantly trivialize the bosses but large enough to make a difference, and it doesn't change attack patterns so the skills involved in the fight are the same, you just don't have to sustain them as long. On top of that, it means that easily frustrated players like myself don't get discouraged, because you're rewarded for trying again and again.
The second assist is "pacifist," which makes it so regular enemies won't attack you unless you attack them first. I haven't played around with this one much, but I imagine it helps remove some of the frustration of arena fights and enemy-dense exploration segments.
The third is "ground healing," where you gain a non-refillable layer of protection after standing on the ground for a certain time. This is extremely helpful for platforming segments, but again, it doesn't trivialize anything. I still have to actually make the jumps, and enemies and bosses won't let you stay down long enough to gain the benefit in combat in almost every case (though it has happened a couple times for me).
I just wanted to express how much I love these features and their design- the balance between frustration and challenge is a difficult one to strike, and these let players adapt MIO to their own skill and patience without removing core challenges or making the game trivially easy.