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Hidetaka Miyazaki sees death as a feature, not a bug

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

#151

Earlier quoted context omitted.

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 So…

I have also experienced hard crashes.

For some unfathomable reason, the game comes with HDR turned off by default. You need to start / load a save, press start -> system -> video -> enable HDR (you cannot do that in the main menu for some reason). This improves visual fidelity significantly and makes it feel at least like something resembling a PS4-era game.

Coming from Horizon: Forbidden West, the graphics of Elden Ring still feel very dated, with low-res shadows & textures, flat lighting, low draw distance and constant frame drops. The UI is also rather clanky - this is the first game in a decade I actually had too look-up instructions for equipping items.

Even with that, I find the atmosphere and experience very enjoyable and I'm looking forward to exploring the world in more depth. I also love the lack of artificial level scaling/gating - go unprepared to the wrong spot and you are dead.

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

#152
post #129

Earlier quoted context omitted.

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…

>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,…

This is more akin to having Dostoevsky on big print and in Open Dyslexic font, on thick pages easy to grab and handle. Is not about easing the media itself or diluting its essence, it's about making it approachable to people that want to experience it and is not able to.

I am not disabled in any relevant way, but i know intimately people that is, and having a big chunk of the world unreachable like that is very demoralizing.

Accessibility is important; short of a punishing worldwide eugenics program, there will always be people that require accommodations, and that may perfectly happen to you or a loved one.

It's always good to be mindful of other's needs.

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

#153

Earlier 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.

Dancer of the Boreal Valley would like a word with you.

While the strategy could be oversimplified to 'hit hit run', it misses the nuance of learning how to apply that strategy to a given boss. I ended up clocking over 600 hours on DS3, between personal challenge runs and invasions, and as the other comment suggests, your level (and gear, and how you distributed your stats) will have a big impact on how difficult a boss feels.

My first playthrough was an absolute slog, since I had very little idea what I was doing with combat, and had no idea how to optimize my character. On my 20th (or whatever) time, with a purposefully under-leveled character (Strength build), most bosses were one-and-done with the right game-sense and cheese tactics (Greatclub is great, and if you disagree, you are liable to be flattened).

If I'm in the zone, Gundyr is a minor roadblock between character creation and Firelink shrine. I think my record is around 2 minutes to activate the shrine bonfire?

Vordt? Gimmie that raw +3 (I think) broadsword with lighting resin, and he's dead meat at SL1[0] since his timings are very predictable after the 15th time killing him. Getting a raw +3 broadsword is the hardest part there.

Dancer, Pontiff, and the wrinkly pink screeching guy in the castle side area are still my hardest fights due to their patterns and movesets.

[0] SL1 = Soul Level 1, achievable when you start as the naked guy with a club and never level up. All other base classes have a starting SL greater than 1.

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

#155

The 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…

That’s what summoning players for co-op is, a way of reducing difficulty.

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

#156
post #129

Earlier quoted context omitted.

>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,…

This is more akin to having Dostoevsky on big print and in Open Dyslexic font, on thick pages easy to grab and handle. Is not about easing the media itself or diluting its essence, it's about making it approachable to people that want to experience it and is not able to. I am not disabled in any relevant way, but i know intimately people that is, and having a big chunk of the world unreachable like that is very demor…

No, that's not akin to having Dostoyevsky on big print --- that is how you consume the content, not the content itself. Those things would be comparable to having a controller that a disabled person can use, which Souls games don't limit: you can play them with whatever controller you want. Requesting an easy mode, or a god mode, is more similar to requesting for the author to modify complex prose, or avoid using words that you don't know.

I agree that accessibility is important, but the games are not unreachable to the disabled. If you are missing an arm, for example, the game will probably be more difficult, but this applies to every hobby in which you are not a passive consumer.

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

#157

No 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.

Isn't it a little early to declare this his magnum opus? It's been out less than a week.

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

#158

The 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…

My new take about Miyazaki's games, that I will refuse to give up going forward, is that part of the reason they're so good is because they are secretly comedy games (among everything else): https://twitter.com/docsquiddy/status/1498192962680930304

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

#159
One unfortunate thing about the newer From games is how the difficulty relies so heavily on the two things humans will lose over time: focus and reflexes. Its most ardent fans will age out of being able to play their favorite games as they get harder and harder to play.

They'll be forced out of their niche.

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

#160

I'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…

I hated BoTW, would I also hate Elden Ring?

I didn't like BoTW much. Possibly not for the same reason as you: I felt it was very pretty and had a lot of individually very nice game mechanics. But the world felt empty. Just a massive canvas for a bunch of little puzzle rooms that all give the same reward.

Elden Ring, on the other hand, feels quite dense and there's a massive amount of variety in that density.

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