Games don't "need" to do anything. I'd just like them to in this case.
I just feel like in the case of Dark Souls, there was so much story there that they WANTED to tell us but just didn't. All of the items had these great, well thought out descriptions and I would've loved to learn more about this world they built. The storyline with the sisters was so compelling but the way they told it was so needlessly confusing and I'm sure many just plain missed it. You had to do certain things at certain times and go back and forth between characters. Just tell your story. Stop being vague for the sake of being vague.
The sun knight (name?) was along the same lines. I read about how to keep him alive and continue using him because I was curious about where his character went and in the end it didn't pay off one bit. Saving him was convoluted as hell too. But I'm sure SOMEwhere in the lore it's explained why he's so significant.
But the game's director never made a comparison to Skyrim in the first place! That was all on the article's writer.
Lost Izalith, Demon Ruins and Tomb of Giants all suck, are poorly designed and are the worst areas in either Demon's or Dark Souls.
Really don't know what happened with them.
You know, i dont know if i would have ever found the dragon covenant on my own with the 200 hours ive played
Eh, you got it wrong... the issue isn't if it can be solved, the issue is if it is cheap or not. You know, weak/poor design choices from the developers?
How dull would it be to have everything explained in a straightforward manner. The intrigue of the world and its few characters would be stripped away. The beauty of the lore in Souls games is that it demands that the player piece the information together, fill in the blanks, speculate, and use your imagination. It's a game full of questions and mystery that make your mind wonder, and that's a beautiful thing. It's especially refreshing in a time where so many games rely on long cinematics and exposition overloaded with dialogue and information that is often ham-fisted and convoluted.
When Demon's Souls came out, it offered a completely unique experience and approach to gameplay that flew in the face of current gaming tropes--no hand-holding, no explanations--and a serious challenge based on rewarding perseverence and struggle and sense of accomplishment. And sadly there are people who insist on missing these fundamental aspects that make Demon's and Dark Souls what they are. So, you get your easy mode, checkpoints before each boss, explanations for everything etc. and what are you gonna be left with? Whatever it is, it's not what made Demon's and Dark Souls special in the first place.
i get responding to hyperbole with hyperbole, but again, i'm kinda surprised to see anyone who's even remotely familiar with the series not getting this reaction. it's everything you don't want to hear, especially from namco.
let's try another angle: if Day-Z (arma 2) kept its momentum, got bought up & turned into its own game with a solid budget & support, then said publisher asked "why don't we make it more like Left 4 Dead 2, or say a COD zombie campaign?", you'd expect - and get - a similar response at the very question.
if that feels so far off the mark, go back & look at namco's sales expectations for Splatterhouse and Clash of the Titans. when you couple a new director with talk of Skyrim - a game that absolutely sold the kind've #'s they want niche titles to sell, regardless of how - i don't think it illogical to be worried about the direction they intend to take.
will i still be optimistic & excited to see screenshots, inevitable trailers etc? absolutely, and if it remains the series many of us have adored for 2 installments now, this will be naught but the kneejerk reaction you & some others seem to be seeing. I sincerely hope you're right.
Keeping the Sun knight alive (I keep calling him the wrong thing I'm sure)
Lost Izalith, Demon Ruins and Tomb of Giants all suck, are poorly designed and are the worst areas in either Demon's or Dark Souls.
Really don't know what happened with them.
Oh come on, Tomb of Giants wasn't terrible. Inching through the dark with a lantern and just seeing the eyes of 3 skeleton dogs was pretty awesome. It needed a bit more lead up to Nito but I still liked it.
There are ways to create harder environmental hazards without reaching the bullshit levels of the Anor Londo archer section.
It was a general statement (see the preceding "there are people..."), not specifically aimed at you.When did I say I wanted any of that?
Accessible isn't "everything I don't want to hear." If they said "hey we changed the combat to make the enemies feel like paper dolls and it's now like God of War" then I would definitely be up in arms. But they still say they want to maintain the spirit and difficulty of the original, which I think is what most people want. A new feature they did mention, dedicated servers, is a huge addition.
Look at Fire Emblem. The staple of that series is permadeath, where if your character dies, they are lost forever. Recently, they added a new mode that gets rid of this feature. It is still in the main game, but the option to try something different is there. I believe the new FE has received a lot of acclaim. Dark Souls doesn't even have to take a big of a leap as that. There are many things they could change or adjust that would make it more accessible without destroying the difficulty such as explaining crafting, revamping the humanity system, making multiplayer easier to participate in (dedicated servers may fix this), explanations about how stats work, information about equipment load (Which armor can I wear and still maintain fast roll? Gimme a green number here!) etc. Instead, the game tells you amazingly relevant information like "BACK BUTTON = GESTURE." I think Dark Souls is a great game, but there is room for improvement.
To be honest, there's always that sweet spot which is amazing when hit right between accessibility and complexity, easy and hard. Problem is that whereas a lot of older games might've been erring towards hard too much, now games are more and more erring on ease to the point where it's just boring. Or IS challenging but not really in a way that's very interesting.the dark secret that haunts GAF: Demon's Souls is more accessible King's Field
I am happy to hear this. i have not played demon or dark souls. i was about to rent dark souls just last week but wasn't in the mood to muck through the learning curve.
I am down for some challenging but approachable high/dark fantasy... that cg trailer got me pumped. can't wait!
My lord, please somebody save this thread for crow eating a year from now.
Don't forget that CDPR has said pretty similar things about Cyberpunk. Accessibility and difficulty are not the same thing. I know that a lot of developers use it as a code-word for "shitty", but quite frankly I have no reason to believe FROM is in that camp.
Real talk: I never died against the Anor Londo archers. Why are they supposed to be hard? The arrows are slow as hell and get stuck in the railing almost 100% of the time. Not to mention if you go the right way, one of them can't even hit you can you can just melee the one you run into. I never understood this complaint. They aren't even the scariest thing in Anor Londo.
When you get close you have to time your roll just right to avoid the last arrow before the archer switches to melee. Half the time in my experience it doesn't even switch which means your fucked. Lately I have taken to using poison arrows and avoiding the risk all together.
The difficulty from Dark Souls comes from it's inaccessibility. The inaccessibility is quite literally the point of the game. The learning process, learning enemy move sets, when to attack, when to block and dodge, learning your own weapon's move set, mastering stamina consumption, learning how to make a good weapon, learning to navigate the levels without any sort of map, quite literally is the game. If you took the learning process out, you'd be left with a mediocre action RPG with no puzzles, a small world, and while the lore is great, it's also inaccessible as well.
The reason people find Dark Souls to be difficult in the first place is because of the inaccessibility, because of the knowledge base you need to obtain through trial and error. Once you get that knowledge base the game isn't hard on a technical, mechanical level. The game isn't fast paced. It doesn't require super quick reflexes. The enemies don't come at you unrelentingly.
Is the developer supposed to act upon this so that you do not have to work at it, as opposed to you choosing to rent something else more in line with your lack of interest in a learning curve? If you were kidding, I fell for it.
Dark Souls is one of my favorite games of all time and I feel the black knight archers suck.
Yup that's happened to me several times. You roll up to him and he still shoots another 1-2 arrows. You need to get pretty lucky in predicting his shots at that point.
Dark Souls is one of my favorite games of all time and I feel the black knight archers suck. The problem is that when you block the arrows, it pushes you away from the direction you're facing, not in the direction of the arrow. As a result, if you're looking in towards the wall when you block the arrow, you die. You're forced to dodge through and if you don't have the damage potential to take out the archer quickly, it's really easy to get knocked off as you block his attacks.
It's not about luck so much as it is timing. If you time it right and roll up against the wall, it's not too hard to use your invincibility frames to get through the arrow.
If the archer on the left shoots, that's a different story, and I've never had to plan around that since that's only happened to me twice over the eight playthroughs I've done.
No, I mean that when you roll through the arrow and you're touching the black knight, he will sometimes prime another arrow or two instead of switching to his sword. If you've got a slow weapon, you won't be able to hit him before he lets it off, so your only chance is to dodge roll through it again.
The difficulty from Dark Souls comes from it's inaccessibility. The inaccessibility is quite literally the point of the game. The learning process, learning enemy move sets, when to attack, when to block and dodge, learning your own weapon's move set, mastering stamina consumption, learning how to make a good weapon, learning to navigate the levels without any sort of map, quite literally is the game.
I hate Monster Hunter because of the world design specifically. I hate the fact the fact that every one of the main areas is a series of completely unconnected rooms each of them pardoned off with an obnoxious load screen that basically guarantees the game has absolutely no flow.2 hilarious points. You just basically explained monster hunter which you hate apparently.
Every enemy telegraphs their attacks extremely clearly. All of them.Also the last 2 likes of yours about doesnt require super quick reflexes and enemies dont come at you unrelenting is a bit false. Since depending on your setup / play style fast reflexes is necessary. Enemies telegraph pretty much all their attacks.
And enemies will friggin chase you and unless you already know the pathing / turn around point of said AI the chances of you getting beaten down by the stronger types that they leave in the game is pretty good for a new player.
This may not be the best example, but I think Forza Motorsport 4 has a few things I like about accessibility. Newbs and casuals can just have fun while having all the assists and the racing line on. The hardcore can turn the assists off and get rewarded with more game money to buy more cars faster, plus there's the whole leveling up of the car marques thing to get free upgrades.I'd make the game considerably more difficult (while keeping it fair), and not change a thing. Nearly everything mechanic or destination-wise is already explained in game.
I hate Monster Hunter because of the world design specifically. I hate the fact the fact that every one of the main areas is a series of completely unconnected rooms each of them pardoned off with an obnoxious load screen that basically guarantees the game has absolutely no flow.
Every enemy telegraphs their attacks extremely clearly. All of them.
Enemies do not come at you unrelentingly. When you kill a monster, aside from the skeletons in the catacombs, they stay dead. The don't endlessly respawn like in Ghosts and Goblins and NES Ninja Gaiden. You are not constantly bombarded with enemies like you are in those games. Aside from Minibosses every room has the same amount of enemies in the exact same locations.
What exactly is a cheap design choice? The archer spot is a challenge like any other in Dark Souls.
How do you determine it to be cheap? Aside from you, personally, getting flustered by it.
The don't endlessly respawn like in Ghosts and Goblins and NES Ninja Gaiden. You are not constantly bombarded with enemies like you are in those games. Aside from Minibosses every room has the same amount of enemies in the exact same locations.
I hearLet me see:
- If you go to the left first, you are pretty much dead.
- Because of some weird (glitched?) blocking dynamic, you "bounce" against the wall when blocking the arrows and certain melee attacks from the enemy. Naturally this is the first time you will notice and care about this behavior.
- Uncooperative archers: If the right archer doesn't change it's stance to melee or if it starts defending long enough, the other archer may move and start attacking.
Why cheap? Because they are not your fault. That's the big difference: The game is punishing you because you didn't know (or worse, you were unlucky) and the only possible way to know is dying. Very different than the rest (most) of the game, where you can avoid get killed by doing some "homework" and not being stupid.
This may not be the best example, but I think Forza Motorsport 4 has a few things I like about accessibility. Newbs and casuals can just have fun while having all the assists and the racing line on. The hardcore can turn the assists off and get rewarded with more game money to buy more cars faster, plus there's the whole leveling up of the car marques thing to get free upgrades.
My point is, let the casuals have fun, and dangle incentives on higher difficulties to encourage getting better at the game. That would probably be a win-win all around.
I hearare pretty good against them...poison arrows
There are other solutions too, that's just the easiest and requires only patience. Trying to melee them isn't a bright idea though.
I'd love to see a Nethack-like series of generated dungeons, where the goal is to ascend (descend?). This shouldn't be the whole game, mind, but it should be a part of the game for those who want a new or separate challenge every time they play.
This is something I would definitely like to see improved upon going forward from FROM. There is little variation on return trips/playthroughs. I want to sweat again.
Yeah it's pretty awesome. Having dudes literally shooting spears at you is pretty awesome, but it's just so satisfying to get past that part. I remember standing up and taking a long break after getting past them. I spent hours on them before I figured out some of their obvious vulnerabilities. Really frustrating, but really satisfying when you finally take them down.Isn't a great rush though, when you realize that the arrows brushing you back are essentially spears. Time to consider a new approach on your way back from the bonfire again.
Incoming mini-map / radar? Sure sounds like it.
Not a direct analogy by any means, but this reminds me of what AC could have been before play testing. I think I read somewhere that it was "up to the player" to put some serious work into finding targets. You had to actually dig up your own dirt--find clues and piece them together as to where they might be. You might get a picture of them and have to recognize the architecture behind them. You'd have to eavesdrop conversations. Eagle vision was a must--not just for picking out which guy in a group of four was your target. For world traversal you'd have to look for pigeon nests and feathers (sorry, it's been a looong time) to know where you could safely jump off a roof...