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Buying an Open-World Game With Less Combat: What to Check First

If frequent fights would get in the way of the open-world activities you want, check the exact game edition and platform before buying. Read the official gameplay description and manual for the main story loop, then verify whether stealth or avoidance can bypass required encounters, what difficulty settings actually change, which fights are optional, and how often the game saves. A lower difficulty can make fights easier while leaving them just as frequent.

September 30, 20266 min readReading, Arts & CultureBy Metlivi Editorial Team
Section 1

1. Confirm the edition, platform, and version you are researching

Start with the exact listing you might buy: game title, platform, edition, and any included expansion. Manuals and support pages can describe a particular port or release, while updates may add or alter settings. Record the platform and edition, then look for an official manual, support article, or patch note that explicitly matches it. Treat older materials as useful leads, not automatic confirmation of how the current version behaves.

This matters because individual settings can be specific. For example, the Feral Interactive manual for the Steam edition of *Rise of the Tomb Raider: 20 Year Celebration* says combat difficulty can be changed after starting, but the top two difficulty levels must be selected at new-game setup. It also describes save restrictions that differ by difficulty. Those details are more useful than a general store label such as “exploration” or “action adventure.” Rise of the Tomb Raider: 20 Year Celebration manual

Section 2

2. Find out what the main loop asks you to do

Look beyond the phrase “open world.” In the official description, identify what advances the main story: exploring, gathering, travelling, solving puzzles, talking to characters, clearing hostile locations, or completing missions. Then inspect a walkthrough or gameplay guide from a reliable source for the opening hours and a representative main mission. The practical question is whether combat is a recurring requirement for story progress, an occasional obstacle, or one approach among several.

Do not count optional diversions as evidence that the main route is combat-light. A game may offer collecting, traversal, or building between missions while still requiring fights to progress. Conversely, a game built around infiltration may allow you to complete some objectives by sneaking. KONAMI describes *Metal Gear Solid V: Ground Zeroes* as allowing players to approach missions through stealth or direct gunfire, with different effects on consequences and advancement. That supports checking the mission approach; it does not establish that every encounter in the series or every open-world game can be avoided. Metal Gear Solid V: Ground Zeroes

Section 3

3. Test whether “noncombat” means avoiding fights or only reducing their difficulty

Search the manual and official settings page for specific terms such as “avoid,” “bypass,” “stealth,” “escape,” “pacifist,” and “Story Mode.” Read what the option permits and where it applies. An option that lowers incoming damage, simplifies aiming, or shortens a boss sequence changes the difficulty of combat; it does not necessarily remove combat from the required route.

The distinction appears in official descriptions. EA’s PS4 settings page says *Jedi: Fallen Order* Story Mode lets players focus more on the story and includes “minimal combat”—a reduction, not a claim that fights disappear. Ubisoft’s *Assassin’s Creed Valhalla* accessibility feature list separately describes fight, stealth, and exploration difficulty settings, plus a guaranteed-assassination option that applies to higher-level enemies. Separate controls are a signal to check exactly what each adjusts rather than assuming a single easy setting changes the whole experience. Jedi: Fallen Order game settings · Assassin’s Creed Valhalla accessibility features

For any claimed avoidance route, verify the boundaries: Can you sneak past ordinary enemies but not bosses? Can you leave an encounter and return later? Does raising an alarm force a fight? Does a mission fail if an enemy spots you? Manuals sometimes state this plainly: the *Rise of the Tomb Raider* manual says players can often avoid enemies by staying in cover and out of sight. “Often” is meaningful—the text does not promise avoidance in every sequence. Rise of the Tomb Raider manual

Section 4

4. Separate optional encounters from required ones

Check mission objectives, map icons, and activity descriptions. Look for labels that mark side missions, hostile camps, bounties, challenges, or optional bosses; then verify whether skipping them blocks the main story or merely forgoes a reward. “Optional” may mean the activity is not required for the story, but the reward could still affect how much preparation a later required fight demands. If progression rules are unclear, search the official support site or manual for that activity and compare with a reputable, current walkthrough.

Also check whether ordinary travel can trigger combat. Some games place roaming enemies, ambushes, or hostile patrols in the open world, so avoiding mission icons may not be enough. Ubisoft’s *The Division 2* endgame article says its global difficulty affects both activities and wandering enemies, including hostages, propaganda, and convoys; it also notes that a difficulty change made after an activity begins does not change those enemies mid-encounter. That is a useful example of why open-world combat frequency and difficulty can depend on the selected mode and when you change it. The Division 2: Warlords of New York Endgame Activities

Section 5

5. Read the difficulty description and save rules together

Look for the exact effects of each difficulty level: enemy health, damage, aim assistance, stealth detection, resource costs, or available checkpoints. Ask whether the setting can be changed mid-playthrough and whether story, puzzles, exploration, or optional activities scale with it. Lower enemy damage may reduce how punishing a fight feels without changing its length or frequency.

Then check saves separately. Find out whether the game has manual saves, autosaves, checkpoints, multiple slots, or restrictions tied to a difficulty mode. The *Rise of the Tomb Raider* manual says higher difficulties remove autosaves outside base camps; its Extreme Survivor level permits saving only at base camps. Ubisoft’s *Valhalla* feature list, by contrast, describes multiple save slots and regular autosaves. These examples show why “easy mode” and “forgiving saves” should be verified as different properties. Rise of the Tomb Raider manual · Assassin’s Creed Valhalla accessibility features

Section 6

6. Use a five-question purchase check

Before paying, try to answer these questions from sources that match your platform and edition:

What activities make the main story advance, and how often do official materials describe combat as part of them?

Can stealth, dialogue, retreat, or another stated route bypass required encounters—or do these options apply only to selected missions?

Does the easiest mode reduce fight difficulty, reduce the number of fights, or both? What does the game actually say?

Which hostile activities are optional, and can roaming enemies still interrupt travel or exploration?

Can you change difficulty later, and what are the save and checkpoint limits for the mode you would choose?

If the official materials do not answer a question, treat it as unknown rather than filling the gap with a marketing phrase or an assumption based on another game in the series. A useful decision rule is to buy when the evidence matches your specific preference: fewer required fights, a reliable way to avoid at least some encounters, or simply fights that are easier to manage. Those are different goals, and no general label guarantees all three.

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