Earlier quoted context omitted.
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
Kind of. It helps, but especially in Bloodborne it's no guarantee. 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.…
Hidetaka Miyazaki sees death as a feature, not a bug
141–150 of 233 posts
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#142Earlier quoted context omitted.
Avid Dark Souls fan here. Somebody in another comment said it... but they're not action games. They're puzzle games. The satisfaction of playing a Souls-like is in trying a challenge over and over again, recognizing the patterns and actions that will get you through it. The game puts a challenge in front of you, and through practice and tenacity you get through it. It's almost never unfair. Most of the time, if you f…
Chiming in to say that I think DS3 is the best intro the series. I tried a couple, including Bloodborne, and swore them off claiming I hated them. But then I tried DS3 and for some reason the whole thing clicked. It benefits from the faster gameplay and lessons learned from Bloodborne, but is a bit less difficult than Bloodborne, and still gives you a shield (very useful for newer players).
DS3: Dodge, shield block, shield parry, stick to ranged attacks, heavy armor, your choice. Bloodborne: Dodge or parry with a gun, which sometimes works. Sekiro: Deflect or you die. Lrn2play noob.
I'm oversimplifying probably, but the point is DS3 is the most versatile while Sekiro is the least. That said, as one overly long youtube documentary took an hour and a half to say, Bloodborne's restrictions in playstyle can actually make you a better Dark Souls player. For a lot of players, they get a sword and shield and that's how they expect to have to play - defensive, turtling, slow, etc. But Bloodborne actually rewards aggression; if you get hit in that one, you can regain some of your lost health by damaging the enemy.
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#143No other games give me this feeling of melancholy, longing and revisiting once glorious places that are now dead and faded. Elden Ring is his magnum opus and I don't know how he tops this. What a tremendous achievement. If you haven't played Elden Ring, give it a try - you may be surprised how absorbed you are.
Shadow of the colossus did that for me. The thing with souls like games is that the locations are loaded with enemies and challenges. It adds to the game play but makes the places feel too video gamey and breaks the immersion.
Actually, most of From Software's Soulslike games have that atmosphere. DS3 is a cyclic world in one of its last cycles, society no longer exists as such and all that is left is ghostly and undead remnants. Bloodborne takes place in a city and area where the great heroes from back in the day have long gone, it's barely holding together. Sekiro is an old society that is still active, but war-torn. And old. Probably the least dilapidated of the three.
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#144I'm new to From Soft games and decided to buy Elden Ring because it's a similar game to Zelda Breath of The Wild which I really liked. I was afraid that the game would be too difficult. After playing 17hrs, the game is indeed difficult but there are many things you can do in the game to make it easier for yourself (Which I did because I'm more interested in exploring the world than mastering the gameplay). For exampl…
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#145Earlier quoted context omitted.
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
#146I bought ER the other day after hearing rave review and was super disappointed. I ended up returning it after a couple hours. * Visuals: Disappointing. Looked like a cheap free-to-play MMO. Cheap-looking textures, stock-looking characters, bad rigging (e.g. characters holding things in unnatural poses), etc. * Controls: Unpleasant. Controls felt very sluggish. If this is supposed to make the game more challenging or…
The visuals are... better than preceding games, but not as 'next gen' as they could be, definitely the same engine as they have used for a long time now.
That said, games like this need some time to grow; I've played Bloodborne and Dark Souls 3 myself, I do feel like this one only starts to come into its own when you've passed through the first dungeon.
The combat being sluggish is a design choice; it forces you to move deliberately / with intent, instead of button mashing like in similar styled games (like God of War, uhhh. Devil may Cry. Maybe Horizon). Combat is more strategy than action oriented; once it clicks, it's really satisfying though. Can be, anyway.
Anyway, it might not be the one for you, that's fine. There's other games in the wider genre that might click with you better; I think Bloodborne for example has a much more compelling story and atmosphere (think of all the horror variants you know of). Hollow Knight plays very easily, doesn't have the clunkiness, but does have the challenge, the gameplay loop of die and try again, and the atmosphere of a half dead land well past its glory days. There's also Star Wars Jedi: Fallen Order, I haven't played it myself, but it has similar gameplay but set in the Star Wars universe.
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#147Must admit, the article and comments have completely changed my impression of the Souls series. The "git gud" mantra has been drilled into my numbskull to the point where I would restart a boss fight even if I got hit once. I got a wee bit too persuaded into rushing and mastering (which, of course, can't be done at the same time), because anything less meant that I ain't doing it right. In the end, I gave up on the S…
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#148The 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…
With each attempt you learn the attack patterns and tells of which move-set boss will use.
Its immensely satisfying to slowly learn and see yourself improve.
When I eventually beat the boss I felt like a badass.
But most importantly its memorable experience, something that is hard to create.
From Soft can created hard but fair experience, and that's what makes the unique blend of emotions while you slowly master the game/boss.
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#149The 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…
Genichiro Ashina fight from Sekiro took me 3 days of multiple 15-20 mins sessions. With each attempt you learn the attack patterns and tells of which move-set boss will use. Its immensely satisfying to slowly learn and see yourself improve. When I eventually beat the boss I felt like a badass. But most importantly its memorable experience, something that is hard to create. From Soft can created hard but fair experien…
Re: Hidetaka Miyazaki sees death as a feature, not a bug
#150Earlier quoted context omitted.
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.