GamesBeat: I put it down to easy, so I’m doing fine. I couldn’t get through one level of the last demo. GamesBeat: I remember the last time I tried it, I played one level up from easy, and it was too hard for me. We just want to give people something to master, something that keeps them engaged. But it’s not meant to be - our goal is not to make a hard game. We have a broad range of difficulties, too, from easy to nightmare. The fun of the game isn’t figuring out what to do, but mastering how to do it. It’s a more polished experience overall, so player education has gone up, tutorials, just letting people know what to do and when they did something wrong. GamesBeat: Did the difficulty change at all over this time? But we just had much more time to polish the game from every possible angle. But it makes us all proud when he says that. I leave that to him to say, because he’s been there for 15 or 20 years. As Marty says, he really feels like it’s the best thing we’ve ever made as a studio. We just really polished up the game and made sure it’s everything the fans expect. Hugo Martin: Even from the build that you’re playing now, there’s some minor inconveniences and bugs we were able to get out. GamesBeat: You had some extra time to polish.