Hidetaka Miyazaki sees death as a feature, not a bug
111–120 of 233 posts
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#112Didn't even bother reading this...
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#113Earlier quoted context omitted.
The basic combat mechanics of FromSofts games are specifically blocking, parrying, rolling, stamina, and general movement, along with all the different forms of attacking, casting and item consumption. Most of the difficulty of FromSofts games comes from mastering these mechanics, and then learning every boss encounter individually. To say the games are mechanically easy just seems like such a nonsensical take to me.…
What? You don't have to 'learn' any bosses. You can beat all bosses by just striking a few times and rolling away. You don't have to learn any patterns or cheeses or weaknesses. IMO that's not a fun way to play. You make souls games out to be "memorize the trick" simulators. No, no, no. That's the unfun approach.
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#114I think Miyazaki's games are great and I enjoy them myself, but the continued (even in this article, somewhat) framing of accessibility features as ruining the artistic vision of hardship is a little disingenuous at this point. Many disabilities make games several times more difficult than they are for people without them, and a difficulty slider or increased stats help level the playing field so that the games can b…
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#115The popular discourse seems to focus on the difficulty of From's games, but that's just one part of the entire experience. FromSoft has a holistic approach to game design that very few other studios manage to match. There's just an incredible amount of depth to their world building, and the gameplay, difficulty level, online mechanics, level design, characters, music, story, and themes all work to reinforce and compl…
I find plenty of other games were a lot harder for me, like Hades, Celeste, Meat Boy or Returnal for example. I think actually the genius about Souls games is that unlike Roguelikes or hard room based platformers, the difficulty is actually well balanced, it is approachable. You get better as you play, you learn the boss pattern, you level up and get better gear, and when you die the penalty isn't too harsh, getting back to the boss isn't like dying in a Roguelike where you gotta go through the whole run again, it's just harsh enough to make you really not want to die when you fight the boss though and feel some added stress from having to walk back to it to try again.
And if I think of casual AAA games likes FF7:Remake, Doom, Last of Us, none of those games I was able to beat at their hardest difficulty, yet I could beat all the souls games. And that's often because these games get hard by handicap or cranking the difficulty in cheap ways sometimes. Souls games are an easy kind of hard, they're approachable, that makes it more accessible in a way, and it's why I think they got popular.
Having said that, I still think they should add some accessibility features that can make the game easier. What they do in Mario Kart or Celeste I think is great. Instead of making difficulties which means some of them won't get proper design and balance. Focus on a single difficulty, but add accessibility features that can make it easier. I think it's important to do that so people who have handicaps, are younger, are too old, don't have the time and patience, can still experience and enjoy some of the games. They could choose to play some section normally, and when they get stuck, instead of quitting the game, they can try and give themselves some help to get over it.
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#116Earlier quoted context omitted.
Lack of rendering 'bells and whistles'? That statement doesn't mean anything, what bells and whistles? It looks like a mid-2010s f2p Korean MMO? what planet are you on. I cant believe I replied to this nonsense.
I love the game but I'm not sure what you are not getting? It is a pretty mediocre looking game in terms of graphics tech at least. Horizon Forbidden West came out at the same time and it looks like it was made on another planet compared to Elden Ring.
How does that impact the game exactly? If a game does not incorporating the latest features in DX12 or whatever the features Nvidia brings out for its cards, does that compromise the artistic integrity of the game? Does a painstakingly detailed boss with incredible art and fluid animation just not cut it without these graphics settings?
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#117The popular discourse seems to focus on the difficulty of From's games, but that's just one part of the entire experience. FromSoft has a holistic approach to game design that very few other studios manage to match. There's just an incredible amount of depth to their world building, and the gameplay, difficulty level, online mechanics, level design, characters, music, story, and themes all work to reinforce and compl…
The games are easier then I thought they'd be. I waited to play them for a long time, because of how hard people made them out. But you only really need a bit of patience, slow down what you do in the combat, and give bosses a few try. I find plenty of other games were a lot harder for me, like Hades, Celeste, Meat Boy or Returnal for example. I think actually the genius about Souls games is that unlike Roguelikes or…
The games are punishing and challenging, but they're not unfair. Every time you die, you realize it's your own mistake; you tried to get another hit in, you forgot there was an enemy around that corner, you read a message saying "treasure ahead" in front of a cliff and actually believed it because it was actually true the one time. But there's so many games where you just don't have that amount of control over whether or not you will die there.
The previous game I was playing, Kingdom Come: Deliverance, has that problem because on the surface its combat system is based on reflexes and positioning. But in practice there seems to be too big an element of chance involved. Every strike is a roll of the dice whether the enemy will block or deflect it.
Whereas in, say Elden Ring, raising a shield will block attacks, but only until your stamina runs out. Rolling at the right time will avoid damage, but the challenge is in knowing the enemy's attack patterns - and some bosses have really long and unpredictable wind-ups initially. And an enemy with a shield, you can either wait for them to drop their guard, wear them out with attacks (which keeps you opened up for counter-attacks), avoid them entirely, or use completely different tactics like ranged attacks (arrows, magic) or even a cavalry charge.
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#118I love the 'overcoming challenging boss fights' thing these games have. You go through so many emotions on a tough boss. Start pretty confident, go through stages of "this boss is so stupid" to "the controls are so bad" to "I can't do this". Then you get to a stage where the first part goes cleaner, and you start to believe again. Get it down to 20%, choke, die. Then going through sweaty palms, trying to stop yoursel…
And with a lot of bosses, it starts with a "what the actual fuck is this thing?". I'm thinking e.g. Cleric Beast in Bloodborne, which is an Experience to run into initially because of its size, distracting appearance (lots of flapping fur), sound design, the music swelling up to an epic discordant mess, its aggression and the limited space. But also the second story boss in Elden Ring.
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#119I'd just like to add that one of the most important features of a souls game is the fairness of it. It's almost always your fault when you lose; for reacting too slow, for rushing in, for not keeping your eyes open, for forgetting to equip the right stuff. You are punished for not learning. I think the games feel hard compared to "normal" games because they don't hold your hand. If you see that and adjust, they are n…
And there's zero enemy scaling, and no level cap. If you want, you can go grind yourself to an absolute unit, then come mop the floor with the boss
And Sekiro goes against that as well. While you do get some improvements in things like health, healing ability and weapon strength, the game still leans mainly on your own skills. It doesn't have an RPG style leveling system, any improvements are thanks to your own exploration and victory. It's really gratifying to get the deflects timed just right.
I've finished most of it, I'm close to the ending now but I somehow can't bring myself to finish it?
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#120Earlier quoted context omitted.
I actually think the hit volume based damage in both makes this rather untrue. Both Souls games and SF have moves where damage happens completely incongruously to the animation. This is partly what makes both ‘hard’ because there is this piece of hidden knowledge that when you first encounter it seems really unfair because you get hit by attacks that look like they missed. It’s somewhat remedied in fighting games bec…
It’s not really “completely incongruous” though? Big haymaker swings deal massive damage. Or a jab/stomp from a gargantuan creature. Small/quick attacks from small creatures deal small damage. What’s the problem?