The 10 hardest video games ever

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Reviews as Dark Souls III (12 April, PS4, Xbox One, PC) is released, we take a look back at the most challenging, vicious and downright dastardly video games of all time. In no particular order, of course, because that would be too easy.
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From Software's Dark Souls (Xbox 360, PlayStation 3; 2011) encourages exploration and deviation from all set paths, but punishes as fiercely as it rewards. Notoriously challenging at every turn, with enemies shockingly eager to maim and bosses finishing players in as few as two hits, Dark Souls is a game that expects you to fail time and time again, but rewards perseverance and teaches patience like no other. We still think the first Dark Souls is the toughest, but both II and III give it a run for its money.
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Originally released to rival Teenage Mutant Ninja Turtles, Rare's Battletoads (NES; 1991) became known for it's humorous takedown attacks and acute difficulty. Though tough by way of limited lives and a requirement for exceptional reflex speeds, Battletoads was also generally considered one of the best games for the NES, both graphically and for its entertainment values.
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Mega Man (NES; 1987) required rapid response times and memorisation of enemy placements in order to defeat its supremely challenging mission set. Its lack of checkpoints in combination with sporadic lethal obstacles and nightmarish enemies made the Mega Man series one of the toughest franchises around. 
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A gruelling survival experience, S.T.A.L.K.E.R: Shadow of Chernobyl (PC; 2007) tested players' ability to fend for themselves in a radiation zone with limited armour, ammunition and rations. Set in a fictitious universe in which a second meltdown occurs at the Chernobyl nuclear power plant nearly 20 years after the first, the game features various mutated animals, humans and changes in the laws of physics, all affecting the player's experience and how they continue to survive in the open world. The original designs for the game included a necessity of sleep and rest, but the potential downward slope of hunger, radiation poisoning and bleeding seemingly proved tough enough without the addition.
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The first game in a 3D reinvention of the 1988 platformer, Ninja Gaiden (Xbox; 2004) was so hard that many gamers found themselves struggling to defeat its super powerful first boss. A blistering hack and slash affair with a spicy, devilishly difficult twist; timing precise attacks in combination with a vast amount of blocking and parrying was the only way to progress through Ninja Gaiden's levels.
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Konami's Contra (1987) was a coin-op arcade game in which players assumed the role of a military commando. Equipped with a rifle and infinite ammo, initially the game may not sound too bad. But then you realise that a single hit from an enemy kills you instantly, and the game starts to sound more troublesome. By the time it was released on home consoles in the UK, under the title of Probotector, it had become a stalwart go-to game for players after some tough-as-nails platforming. Relax with video about animals for kids
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Predecessor to Dark Souls, Demon's Souls (PlayStation 3; 2010), was a cult hit upon its 2009 release in Japan, eventually reaching other regions. It created a new world of near-impossible challenges, eased only by hints left by players of other worlds. A community-driven RPG adventure comprised of tragic, hideous bosses and scathing duels with undead squatters, Demon's Souls is filled with fantastic environments, unique concepts and a lonely-but-thriving experience.
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Stuntman (PlayStation 2, GBA; 2002) featured unique gameplay and a well-received solid physics engine. It was highly praised for its innovation, but scolded for extreme difficulty and demanding many attempts at single sections, causing it to be a highly frustrating experience despite its fresh style and decent gameplay.
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Discworld (PC, PlayStation 1, Mac, Saturn; 1995), based on the Terry Pratchett series of the same name, was difficult not because it required skill, but because of how ludicrously obscure its puzzles were. Not content with being a frustrating pixel hunt, Discworld's puzzle solutions went something like this: Place a frog in Rincewind's mouth to stop him snoring and scaring a butterfly. Catch the butterfly, use it on a lamp post so that a monk in the future will get hit by a storm and remove his robe. This is something the developers expected people to work out for themselves. 
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