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Hidetaka Miyazaki sees death as a feature, not a bug

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131–140 of 233 posts

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#131
post #116

Earlier quoted context omitted.

Why not explain the 'bells and whistles' that are missing, for e.g. "It doesn't support ray-tracing", rather then in general terms that are trollish like "rendering isn't good". 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 detail…

I feel like some people are playing a different game to me. There's constant pop-in, flicker and shimmering, the lighting is flat, the textures are low resolution, the meshes are low geometry. Graphically it just sucks, many last generation console games beat it easily. It also has completely crashed the console multiple times. And I'm playing on PS5 which is reportedly the best experience.

PS5 is the best experience? Who said that?

What you described sounds bizarre and far removed from most peoples experience (mine included) with the game regardless of platform. How exactly do you know what resolution textures are or how many polygons are rendered.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#132
I enjoyed reading this, but had to filter so much overhype out of the article. The author should consider reducing the dose of caffeine.

One thing is that the ideas noted here aren't really unique to Miyazaki. The game industry once shared the same notion implicitly, but they lost it as their businesses got bigger. Many games these days are more like digital drugs that stimulate your peripheral nerves. Many of them go further and make players suffer, so that players pay money for relieving that pain (pay-2-win). I mean, it's the game industry went haywire, not that Miyazaki is doing something special. He has been simply preserving what should have been kept right there.

In the same context, I'm strictly against calling Miyazaki a genius. He's rather an opposite case of being genius. Geniuses do colors; something feisty and brilliant. Miyazaki does muddy brown; he silently does the due diligence within his scope. That is, his works are rather an accumulation of mundane tasks - persistence and craftsmanship - not some random gotcha moments, or a wrong electrical zap in brain synapses.

You can really feel this difference by playing his games carefully. Following through his works, I could sense how deep he went. There's something that word "smart" can't really cover.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#133
His games are the siritual successor to Ultima games. You’re given very little to go on and you’re expected to create your own adventure and discover the main story. Mistakes are harshly punished so caution is needed.

Add in BotW and you have Elden Ring. It’s a masterpiece.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#134
post #34

I 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…

What someone with a motor disability needs is a specialized controller, not a difficulty slider.

That’s not really a universally applicable assumption. I have a degenerative nerve condition and auto-immune disease, they both substantially make my response times and ability to press buttons worse. I am absolutely loving Elden Ring and I have beaten each Soulsborn Fromsoftware has put out. However, I am terrified that I will reach a point where I will simply not be able to play the games. I am working on hardware interface designs (ie controllers and keyboard/mouse) to hopefully allow me to overcome this, but I’m not sure it will ever be doable/usable enough to still enjoy my favorite games. I don’t want a difficulty slider, but some options could exist to make my future life better (more iframes, narrower hit boxes on enemy attacks, etc).

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#135

Earlier quoted context omitted.

To note, there are many other mechanisms to adjust the playing experience than a difficulty slider or an explicit "easy" mode. I think a lot of us prefer a more natural and "legit" integration of different paths into the gameplay. It requires more effort and creativity on the developer side, but it also allows players to move from laid back/easier playing to more demanding play in a seamless way. To put it in your te…

> To put it in your terms, I prefer games where the player chooses _in game_ what they are and what they aren't capable of What are some examples of games that do this? I haven't played many recent titles, so the only examples of this I can think of are some games like skyrim that let you max out everything so you can play as any class you like and move between them at will or Final Fantasy/Pokemon where you can grin…

Dark Souls is mentionned elsewhere, I think Zelda BTOW also works roughly the same way: there is a base level of skill that you will need to beat the bosses, even with the strongest weapons, but on top of that bare minimum you get to choose how hard you want to play.

I’ve watched 8~9 yo olds play, and they heavily rely on the infinite remote bombs, always looked for field items (iron containers, powder kegs etc.) to ease encounters, maxed their cooked items, avoided the stronger monsters and bought special arrows as much as they could.

Of course it doesn’t mean they can explore explore everything in the game, and they also move slower, but they get to see most of it, finish the story and see the ending.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#136
post #110
post #103

I'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

Alternatively you can just never level up and still beat the whole game with enough patience. That's what I like about the Souls series compared to some other RPGs, it lets you do whatever you want and is balanced to make late-game enemies literally just more challenging, not some unfair instakill situations (hello Skyrim & Witcher 3).

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#137

Earlier quoted context omitted.

> This is essentially the easy mode everyone wanted but the core souls fans. This easy mode has been in every From game I’ve played. It’s the reason core fans don’t want the much-demanded difficulty settings.

I'd argue that Sekiro doesn't have an easy mode as such; while you can often explore different areas and alternative routes, when it comes down to it you need to master the combat system. I'd argue it's possibly the least accessible From Software game. But, also the tightest in terms of combat.

Yes, it's one of the reasons I'm not a big fan of Sekiro. I especially dislike how the posture mechanic puts time pressure on the player, because just playing more defensively for a short time will deplete the enemy posture bar far enough that the whole fight until that point was almost for nothing. It's a good game but it just feels more restrictive in many ways.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#138
post #131

Earlier quoted context omitted.

I feel like some people are playing a different game to me. There's constant pop-in, flicker and shimmering, the lighting is flat, the textures are low resolution, the meshes are low geometry. Graphically it just sucks, many last generation console games beat it easily. It also has completely crashed the console multiple times. And I'm playing on PS5 which is reportedly the best experience.

PS5 is the best experience? Who said that? What you described sounds bizarre and far removed from most peoples experience (mine included) with the game regardless of platform. How exactly do you know what resolution textures are or how many polygons are rendered.

Everyone is saying the PC port is a mess. Some people say it might be compatibility issues with certain hardware, but unless you think it's a huge conspiracy you surely have to admit there are swathes of players finding it unplayable on excellent machines. The critic reviews for the PS5 version are the best of the bunch.

My experiences are similar to what a lot of people are saying on Reddit, here and user review sites. Multiple different parent posters in this thread also said it but you dismissed them too. Even people who like the game are saying the graphics are poor.

I can't tell you what the actual resolutions, are but I can tell you that I can see the textures are blurry and that I can see lines on objects that would appear curved on most modern games. I can tell the same way I can tell that Horizon Forbidden West has a higher density mesh than classic Tomb Raider.

I also recently played the Demon Souls remake. It has better graphics.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#139
post #116

Earlier quoted context omitted.

Why not explain the 'bells and whistles' that are missing, for e.g. "It doesn't support ray-tracing", rather then in general terms that are trollish like "rendering isn't good". 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 detail…

I feel like some people are playing a different game to me. There's constant pop-in, flicker and shimmering, the lighting is flat, the textures are low resolution, the meshes are low geometry. Graphically it just sucks, many last generation console games beat it easily. It also has completely crashed the console multiple times. And I'm playing on PS5 which is reportedly the best experience.

What?

I'm also playing on PS5 and had zero crashes so far (20+ hours).

Pop-in, flicker and shimmering? It feels like I'm playing a different game to you.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#140

Earlier quoted context omitted.

I feel like some people are playing a different game to me. There's constant pop-in, flicker and shimmering, the lighting is flat, the textures are low resolution, the meshes are low geometry. Graphically it just sucks, many last generation console games beat it easily. It also has completely crashed the console multiple times. And I'm playing on PS5 which is reportedly the best experience.

What? I'm also playing on PS5 and had zero crashes so far (20+ hours). Pop-in, flicker and shimmering? It feels like I'm playing a different game to you.

Perhaps there is some sort of issue within the game that's making it render and behave differently for different players.

I don't know what to say other than my console works perfectly for every other game and I've never had a console crash before I played ER, or since while playing any other game.

The whole console suddenly turns off, I have to yank the power, and when it comes back on it sends an error report to Sony. Suffice to say, I lose my progress.

See:

* https://www.futuregamereleases.com/2022/02/elden-ring-ps5-cr...

* https://www.reddit.com/r/Eldenring/comments/t102fd/ps5_keeps...

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