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RTTP: Demon's Souls

I love this game.

The level design is consistently great and always true to what it sets out to do. 2-2 has you going through an actual mine, complete with a confusing as hell tunnel system. Don't like it? Fuck you, this is what going through a mine is like. 3-1 has you going through a scary prison where everyone has gone mad. All the corridors look the same (but don't get complacent or you'll fall through a crack in the floor), the tortured screams of the inmates have you going mad as well. You really feel like you are in that prison. And fuck you if you don't want to. You have no choice. Ever wonder what going through a poisonous swamp in a plague-ridden valley is like. Well, I don't care if you don't want to know. 5-2 will give you that experience. Yes, it's not fun. It's not supposed to be fun. This game doesn't give a fuck. You are going to experience the same despair your avatar in the game world does, and both of you are going to come out of it stronger for it.

I love how the bosses always contain some unique idea, and how the arenas become an integral part of how the battles play out. Maybe not all bosses are super challenging, but they all explore some new interesting concept.

I love how the game plays a bit like Mega Man. So every area seems super hard to impossible on your first visit, but maybe if you manage to push just slightly into one level, you'll find a weapon or spell that will be just what you need to proceed in another level. The crescent falchion can help you through the high-defence enemies of world two, where you'll find the dragon longsword, which with its fire damage will be a huge help through worlds four and five. Until the end of the game, you always have four or five different levels to choose from, which leaves the order of progression through the game fully up to the player, which is much preferable to the relative linearity of later Souls games.

I love the creepy atmosphere created by the NPCs that are all not quite there, further underlined by the erratic and offsetting script and voice acting. The soundtrack adds to this as well. Many of the tracks don't sound quite finished. The instrumentation sounds slightly too limited, and the melodies often aimless. Musically, it would be easy to argue that the soundtrack is not great. But the quirkiness of the soundtrack is just a perfect fit for the atmosphere the game is going for. The tracks sounding unfinished and weird, adds to the sense of wrongness and insanity in the world. Ironically, the soundtrack's imperfections make it into the perfect soundtrack.

The game is in many ways unpolished, and certain areas are not really fun to play. But the uncompromising design of the game, the ways in which all the little things come together to create an unmatched atmosphere, and the way in which the game introduced groundbreaking gameplay systems which established an entire sub-genre of its own, together with all the vivid memories this game left with me, all the emotions it let me experience, through its gameplay, makes it my personal favourite game of all time.
 
I'll always put this game above the more commercially-beloved Dark series. The level design and atmosphere in this one is From at their absolute best.
 

Keinu

Member
I remember my first time playing this game. My brain couldn't handle the simple concept of how souls was used to both level up, buy stuff and upgrade your weapons (with materials ofc) and I had huge problems deciding what to prioritize. After playing so many other rpg's I quickly decided that leveling up was a lot more important than upgrading weapons. Took some time before I understood how wrong I was.
 
Eager to hear Xtortionist's updated thoughts on perhaps my favorite world, the Valley of Defilement. It's the Souls formula at its most exquisitely grueling. Sadistic design calculated to inflict maximum pain, yet the player can't resist!

I won't let you down :3

(everything)

This is a fantastic post.

I'll always put this game above the more commercially-beloved Dark series. The level design and atmosphere in this one is From at their absolute best.

Same here. Bloodborne>Demon's>Dark>Dark 2 for me. I'm constantly stunned at the consistency and inventiveness of Demon's, especially since it was FROM's first crack at the formula.
 

Morrigan Stark

Arrogant Smirk
- I one-shot Flamelurker, but I was following a wiki and using a Purple Flame Shield that was modified in some way to absorb all of his attacks. I think I hit back with soul arrows... or some kind of projectile. Been a while!
Man, talk about making the boss so easy, lol. :p
 
Man, talk about making the boss so easy, lol. :p

I also fought him with a Purple Flame Shield +0, and it still isn't super easy unless you upgrade the shield. Even with around 30 endurance, his attacks were taking a good 60%+ off my stamina with each hit, which made it a bit difficult to safely counter attack. That shield is still the best tool to fight him with, but I wouldn't say it necessarily trivializes the fight or anything. Maybe if you upgrade it, idk.

edit - time to challenge World 5. Wish me luck!
 
look at this shit

EuRx0hw.jpg


coolest sword ever
 

Neiteio

Member
Look at the Adjudicator



this is one of the best creatures ever designed for a video game
Adjudicator was some panic-inducing shit. First the tongue comes poking up through the floor, and you're forced to scramble down the tower. An already claustrophobic space becomes more so as you find yourself sandwiched between the stone walls and the corpulent god. Great fight. Great design. Great shield. Great theme. Also great lore — I love the idea that the fog is manifesting the folklore of the people, including the islanders' belief in Adjudicator, judge of the dead.
 

Neiteio

Member
mind-flayer.jpg


My life was ruined far to many times.
I think the surprises involving the room with the iron maidens scarred me more.

Oh, btw, the boss of 3-1 is, like, pure poetry. That magnificent Miyazaki blend of beautiful melancholy darkness.
 

Flipyap

Member
Adjudicator was some panic-inducing shit. First the tongue comes poking up through the floor, and you're forced to scramble down the tower. An already claustrophobic space becomes more so as you find yourself sandwiched between the stone walls and the corpulent god. Great fight. Great design. Great shield. Great theme. Also great lore
And great ass.
Well, at least sizeable.
 
Adjudicator was some panic-inducing shit. First the tongue comes poking up through the floor, and you're forced to scramble down the tower. An already claustrophobic space becomes more so as you find yourself sandwiched between the stone walls and the corpulent god. Great fight. Great design. Great shield. Great theme. Also great lore — I love the idea that the fog is manifesting the folklore of the people, including the islanders' belief in Adjudicator, judge of the dead.

fixt
 

ghibli99

Member
Funny... I just started Bloodborne today after talking all week about DeS and DaS3. I have yet to finish DeS, but enjoyed the 6 areas I've beaten so far. One day I will go back to it!
 

Neiteio

Member
I still vividly remember slaying Armor Spider in 2-1. After several attempts, I decided to try projectile spam. My brother was watching as I stepped through the fog gate, and before I had even finished the animation I began spamming fireballs. It was so badass. We both laughed, and then I defeated the boss!

While it wasn't my character's specialty, magic is super-satisfying in Demon's Souls. Just blasting the shit out of bosses like the Dirty Colossus and Leechmonger, with their susceptibility to fire. It was also fun laying down a cloud of poison and slowly sapping away the HP of strong enemies. Good times.
 

ike_

Member
2-3 - “…what was that noise?”

The final level for every world is a boss encounter, and Stonefang Tunnel’s has the player face off with the Dragon God. I’ve seen this fight get a lot of flack for some reason, and I don’t totally agree with it. Yes, the method of fighting him is a bit anticlimactic given his aesthetics. However, in reality the fight is really just a short stealth section that’s works totally fine. Avoiding the boss’ gaze by hiding behind pillars didn’t have any jank or questionable sightline detection when I played, so there’s that. After stealthily activating two giant ballistas, the Dragon God slumps over a cliff and is at the player’s mercy for the last few its. It’s an empowering way to end the fight that just feels good. A unique fight, perhaps not what players expected, but certainly not a terrible encounter on its own merits.

I also obtained the DRAGON BONE SMASHER for some reason here. I think logging onto the servers changed my world tendency to pure white or something. As a pure strength character, I’ll take it ( ͡° ͜ʖ ͡°)

Yeah, nice to hear somebody be a little positive about Dragon God. Gimmick boss done right. No 1.5 minute run back just to be swept into an instant death pit like Bed of Chaos. Had a decently tense atmosphere, with a few ways to proceed: you could always DEF/HP tank the hits if you really don't know what to do.
 

Faustek

Member
Good for you OP :) Remember my first reaction to it. Thought it an generic fantasy game(just saw a few stills) and didn't bother until a friend properly introduced me to it. Quickly became one of my all time favourite games.


Buy as for remaster/make? Well there was ton of more content and the broken archstones must have been repairable. I want that.
 
One more Demon
's Souls playthrough
down!

5-1 - "You came to the wrong neighborhood, motherfucker"

Though the geometry of both its stages are radically different, Valley of Defilement in general is a disorientating mess of level design. Mind you, I mean that in the best possible way. The level design in 5-1 convincingly portrays an environment cobbled together by deranged beings. Floors break, there are death drops around every turn, and there are a ton of nooks and crannies that lead absolutely nowhere. Enemies in this area aren't too strong on their own, but often come in packs, and are equipped with a shoving attack that can knock players off the cliff. It should be noted that the giant enemies here never seem to stagger when being attacked, and hit hard as hell - a real challenge. Aside from some camera struggles here and there, this is a level I really enjoy. It should also be mentioned that the area has no mercy for the inattentive - I completely missed the second shortcut somehow. Nevertheless, I managed to complete the boss in one try.

Leechmonger is a decent fight. I appreciate the clear distinction between fighting him at range, and fighting him up close. At range, the boss will lob leech bombs at the player to attack them. In melee combat, the boss will use various slamming and swinging attacks. When struck when an attack, the player will become covered in leeches that sap their health. Unlike an ailment such as poison, there's no way I'm aware of to instantly clear yourself of leeches. The boss can also heal itself with one particular move, so aggressive play is encouraged. It wasn't overly challenging at my level, but I found it satisfying enough.

5-2 - Into the Abyss


That note I found says it all: this is where shit gets real. The player is surrounded by darkness, with only the faintest glimmer of faraway torches to guide them. Water-bound poison enemies and giant mosquitos close in from unseen distances. Poison shamans curse the player from hidden positions. Even when the player escapes the swamp, a dense shantytown filled with tight quarters and frequent ambushes awaits them. As a result, the shortcut in this level is probably the most satisfying in the game. If anything, this level demands true bravery from the player to push further into the darkness, even when there's no hope or even a clear goal in sight. A masterclass in using game design to elicit emotion (hopelessness and uncertainty, in this case) in the player.

Dirty Colossus was pretty meh. I think he has some gimmick with laying traps around the arena, but they never affected me. I pretty much just stayed on him, and simple strafing would make nearly all his attacks whiff. Not much else to say here.

5-3 - "My heart's breaking..."

The Dragon Bone Smasher is too good. Normally players have to contend with the beast that is Garl Vinland in order to get to the true boss, Maiden Astraea, but I made short work of him. One knockdown led to repeated overhead smashes that would knock him down again and again. But, hmmm...wouldn't obliterating Garl Vinland kind of fit the theme here? We've become an unstoppable soul-hungry beast, so there's no way a regular ass knight is gonna stop us, right? Well, he tried.

1-3 - Paint the Town Red

What 1-3 lacks in gimmicks it makes up for by being a straight-up gauntlet of competent enemies. Even the regular soldiers were blocking my Dragon Bone Smasher effectively, and the triple Red Eye Knight gank squad at the end is pretty intimidating. It's a long level with one major shortcut that considerably shortens runbacks. Not much else to note here...I unfortunately didn't find Biorr, so he was nowhere to be found for the boss fight. Oh, Ostrava appears again, this time in the process of being assaulted by multiple Red Eye Knights.

Penetrator is an amazingly-stylish boss that makes for a merely decent fight. It's easy enough to bait his charged thrust attack and punish him accordingly. Many of his other attacks are easy to block, and some of them may even whiff when strafed. Still, he looks soooooo cool *swoon*


1-4 - Of Assholes and Dragons

I'll be honest - this level is a mixed bag. Allant is a great fight, but there's no shortcut, and the runback can be pretty grueling. I guess I also enjoy the triple black phantom encounter at the beginning, which I believe consists of the knight that would become the Tower Knight, the knight that would become the Penetrator, and one more knight that uses both archery and a one-handed sword. After that, the level consists of some dragon shenanigans that can't be safely dealt with aside from either using magic (which I didn't have) to dislodge it from its positions, or firing about 400 arrows at it. The player can charge through its fire breath, though it takes a bit of luck. Not my ideal final level for that reason.

False King beat me a few times, and encouraged me to lighten my equip load. I finally defeated him through a combination of rolling through his melee strikes, and baiting his ranged charge attack. False King has maybe the most obnoxious charge-up AoE attack of any Souls boss, as it covers what feels like half the arena. He also has a ton of HP, though careful play will avoid most of his attacks. A nice way to end the game.

Times soulsucked: 1

That's Demon's Souls, folks.

One final note - I almost forgot to mention that Demon's (and maybe Dark 1?) only allow four-direction rolling when locked on. If anything makes these games difficult to go back to, it's probably this. Locking on made me feel pretty neutered when trying to roll. Other than that, it's still an amazing game that's totally worth the time it takes to play it. I believe this playthrough ended at 9-10 hours, though I missed a ton of stuff and didn't even bother with World Tendency.

Thanks for reading!
 

Neiteio

Member
Excellent job summarizing Valley of Defilement. It's my favorite world in Demon's Souls.

...which feels odd to say, because it is an absolute pain in the ass. The whole world is engineered to be as unenjoyable as possible. It is probably the most frustrating and borderline maddening world I've encountered in videogames. And yet, I couldn't stop playing it.

Tricks of perspective with distant trolls who appeared small but were actually giant led to me getting steamrolled as they ran through the muck, uninhibited by the same sludge that slowed me down and prevented me from rolling. And a clubbin' was the last thing I needed when I was reeling from poison for the umpteenth time. Just trying to keep track of where the hell I was in the drizzly darkness of 5-2, and then negotiating the ramshackle structures on either side of the trench was an exercise in controller-clenching rage. And yet, once again... I pushed on.

The bosses were easy, but this is probably a consequence of how over-leveled I was by the time I finally reached their filthy lairs. Spamming fire magic works wonders here. I don't mind the fact they were easy relative to my character's level, since it helped reset my stress levels for the gauntlet to follow in the next level.

I've written at length about my love for Garl Vinland and Maiden Astraea, their abandonment issues and the unspeakable conditions of the people they were helping. If the game was black and white up until that point, it gets pretty fucking grey with what appears to be (and what I believe to be) an unconditionally loving woman who is, in fact, the demon you have to slay, despite her tending to the people of the swamp, trying to ease their suffering. The way they implore you to leave, beg you to leave, is just heart-wrenching. When I finally beat Demon's Souls, I didn't feel like the "good guy." I felt like a guy who broke some very precious eggs to make an omelette. :-\

But that's Miyazaki storytelling at its best. He took a relatively simple encounter and elevated it to something unforgettable by way of environmental storytelling, a few simple character moments, and layers of interpretative details.

Man, the Valley of Defilement. Sublime stuff.
 
There's actually this merchant hag character you meet in the Valley of Defilement who think Astraea is evil, and the one who actually cursed the swamp. Not sure if that amounts to anything, though.
 

E-flux

Member
I seeing all this love for Demon's souls and the "gimmick" bosses.It's a bit tiresome to see the same cycle repeat every time a souls game is released. People claiming that the newest iteration is actually the hardest one yet and missing the fact that it really wasn't never about the difficulty.

Maiden of Astrea is one of the coolest boss encounters in the series for me, it's a shame that no other souls game has tried anything similar.
 

Neiteio

Member
There's actually this merchant hag character you meet in the Valley of Defilement who think Astraea is evil, and the one who actually cursed the swamp. Not sure if that amounts to anything, though.
True... But there's also Vinland's sister who comes through the swamp looking for her brother, and who observes that the swamp has an oddly pure quality to it, despite the miserable conditions. So like many things in the Souls series, there's an element of ambiguity, and it's hard to tell the true nature of things.
 

Neiteio

Member
I seeing all this love for Demon's souls and the "gimmick" bosses.It's a bit tiresome to see the same cycle repeat every time a souls game is released. People claiming that the newest iteration is actually the hardest one yet and missing the fact that it really wasn't never about the difficulty.

Maiden of Astrea is one of the coolest boss encounters in the series for me, it's a shame that no other souls game has tried anything similar.
Sif in Dark Souls guilted the player. He was just being a wolf bro to Artorias and you come along and make him limp. :-(
 

E-flux

Member
Sif in Dark Souls guilted the player. He was just being a wolf bro to Artorias and you come along and make him limp. :-(

Yeah, but i don't know, Astrea was a lot more clear on what was going on thanks to the dialog that was going on during the encounter. I feel like only reason people get Sif is thanks to all of the internet bards and word of mouth. I like Sif, but when i originally played Dark souls i had no idea that i was supposed to feel anything during that, though i do remember thinking that it was odd that none of the other bosses had different animations when they were low on health.

However that Lady in the painting world evoked a same type of feelings for me when i played Dark souls, even though her dialog was a bit bs asthose creatures clearly weren't peaceful and kind.
 

Gouty

Bloodborne is shit
Yeah, but i don't know, Astrea was a lot more clear on what was going on thanks to the dialog that was going on during the encounter. I feel like only reason people get Sif is thanks to all of the internet bards and word of mouth. I like Sif, but when i originally played Dark souls i had no idea that i was supposed to feel anything during that, though i do remember thinking that it was odd that none of the other bosses had different animations when they were low on health.

However that Lady in the painting world evoked a same type of feelings for me when i played Dark souls, even though her dialog was a bit bs asthose creatures clearly weren't peaceful and kind.

Total opposite experience for me. I don't pay any attention to the stories in these games what so ever. As a dog lover the Sif fight makes me feel like I'm hurting an animal. I feel awful about it.

Astrea on the other hand I didn't know who the fuck she was or why she was sitting in the bottom of the shit pit. Anyone in all white looking pristine in a toilet is not to be trusted. Get stabbed up she-devil, I'm not falling for your illusions.
 

Neiteio

Member
Yeah, but i don't know, Astrea was a lot more clear on what was going on thanks to the dialog that was going on during the encounter. I feel like only reason people get Sif is thanks to all of the internet bards and word of mouth. I like Sif, but when i originally played Dark souls i had no idea that i was supposed to feel anything during that, though i do remember thinking that it was odd that none of the other bosses had different animations when they were low on health.

However that Lady in the painting world evoked a same type of feelings for me when i played Dark souls, even though her dialog was a bit bs asthose creatures clearly weren't peaceful and kind.
I agree, the Astraea drama is very effective. I was just saying there's an element of that in Sif, as well. Not as strong, but it's there. And like you say, Priscilla in the Painted World might actually be a bit closer to Astraea in terms of the tragic undercurrent.
 

wispsmoke

Neo Member
Excellent job summarizing Valley of Defilement. It's my favorite world in Demon's Souls.

...which feels odd to say, because it is an absolute pain in the ass. The whole world is engineered to be as unenjoyable as possible. It is probably the most frustrating and borderline maddening world I've encountered in videogames. And yet, I couldn't stop playing it.

Tricks of perspective with distant trolls who appeared small but were actually giant led to me getting steamrolled as they ran through the muck, uninhibited by the same sludge that slowed me down and prevented me from rolling. And a clubbin' was the last thing I needed when I was reeling from poison for the umpteenth time. Just trying to keep track of where the hell I was in the drizzly darkness of 5-2, and then negotiating the ramshackle structures on either side of the trench was an exercise in controller-clenching rage. And yet, once again... I pushed on.

The bosses were easy, but this is probably a consequence of how over-leveled I was by the time I finally reached their filthy lairs. Spamming fire magic works wonders here. I don't mind the fact they were easy relative to my character's level, since it helped reset my stress levels for the gauntlet to follow in the next level.

I've written at length about my love for Garl Vinland and Maiden Astraea, their abandonment issues and the unspeakable conditions of the people they were helping. If the game was black and white up until that point, it gets pretty fucking grey with what appears to be (and what I believe to be) an unconditionally loving woman who is, in fact, the demon you have to slay, despite her tending to the people of the swamp, trying to ease their suffering. The way they implore you to leave, beg you to leave, is just heart-wrenching. When I finally beat Demon's Souls, I didn't feel like the "good guy." I felt like a guy who broke some very precious eggs to make an omelette. :-\

But that's Miyazaki storytelling at its best. He took a relatively simple encounter and elevated it to something unforgettable by way of environmental storytelling, a few simple character moments, and layers of interpretative details.

Man, the Valley of Defilement. Sublime stuff.

Valley 2 was what caused me to drop DeS for the first time. I actually traded away my copy, and then traded for another copy a few years later to finish it up. So glad I did- especially because of what was waiting in Valley 3.
 

DC1

Member
I think the surprises involving the room with the iron maidens scarred me more.

Oh, btw, the boss of 3-1 is, like, pure poetry. That magnificent Miyazaki blend of beautiful melancholy darkness.

I can appreciate that. Its the anticipation of the surprises around every corner that made Demons Souls the perpetual king of freakingly deep tension.

You are spot on about 3-1. Took me a minute to realized how shady her harmless helper truly was.
 
Valley of Defilement makes Blight Town look like Disneyland.

It really does.

In Blighttown your goals are always clear: go down to access the swamp, then go left for Great Hollow, or go right for Quelaag's Domain. In Valley of Defilement, your path is obscured. 5-1 simply has the player descending a narrow canyon into darkness - there's no concept of place or progress. The swamp itself becomes pitch black at a certain distance, and all the player has to go on are distant torches. It's unsettling, and so damn effective.
 

Neiteio

Member
Yeah, coming off of Demon's Souls, Blighttown wasn't bad at all. You just methodically work your way down the scaffoldings, and then you make short jogs across a narrow river of mud. It's all compressed into one convenient lil' canyon.

Valley of Defilement, on the other hand, is a friggin' lake filled with monsters and poison sludge inhibiting your movement, but not theirs, and in the darkness and drizzle you can't see more than 10 feet in front of you. You just pick a distant pinpoint of light and pray you're headed in the right direction.

You trudge, trudge, trudge... and finally arrive at the light, only to find that it's a dead end that might have an item, if you're lucky. Then you start trudging to the next light. And the next light. And the next light.

Then you realize, 45 minutes later, "Wait, I'm back at the start! Fuuuuuuuuu —"

*thwack!*

A troll you thought was 3 feet tall turned out to be 7 feet tall, and clubbed you while you were face-palming.

"Dammit," you shout, running back into the swamp.

...and that's when the poison depletes your remaining sliver of health.

Valley of Defilement, ladies and gentlemen.
 

Drencrom

Member
Yeah, coming off of Demon's Souls, Blighttown wasn't bad at all. You just methodically work your way down the scaffoldings, and then you make short jogs across a narrow river of mud. It's all compressed into one convenient lil' canyon.

Valley of Defilement, on the other hand, is a friggin' lake filled with monsters and poison sludge inhibiting your movement, but not theirs, and in the darkness and drizzle you can't see more than 10 feet in front of you. You just pick a distant pinpoint of light and pray you're headed in the right direction.

You trudge, trudge, trudge... and finally arrive at the light, only to find that it's a dead end that might have an item, if you're lucky. Then you start trudging to the next light. And the next light. And the next light.

Then you realize, 45 minutes later, "Wait, I'm back at the start! Fuuuuuuuuu —"

*thwack!*

A troll you thought was 3 feet tall turned out to be 7 feet tall, and clubbed you while you were face-palming.

"Dammit," you shout, running back into the swamp.

...and that's when the poison depletes your remaining sliver of health.

Valley of Defilement, ladies and gentlemen.

That's a fairly accurate summary of what transpired my first time in Valley of Defilement 5-2. Pretty sure I got mobbed by that gang of giant dreglings in the middle of the swamp (I think I got lured by a glowing item).

I thinking back, my first playrough was rough with lots of dumb deaths like that lol
 
World Tendency is...alright as long as it isn't affected by logging online. There are finite methods to manipulate it, so getting to say, +4 Black, then the game servers making everything like +3 White undos all the player's work and screws them out of the rewards.

It being edged towards white is fine since getting it to black is much easier and can be done no matter how many bosses you have beaten in an area.

Also, I liked the gimmick bosses. It has always been odd to me to see people bad mouth them. That isn't to say that I don't like the "non gimmick" fights, but both have their place.
 

kromeo

Member
Playing through it again at the moment, still like it but its already starting to feel very aged. The graphics look rough which doesn't bother me too much and the combat feels very slow and unresponsive compared to more recent games..

My biggest problem with it, every playthrough I end up using the same equipment for 90% of the game...
 
I really don't understand why the games that followed only used bosses as a challenge spike. Bloodborne is my overall favorite, but the change in From's boss design philosophy is a huge loss.
The variety of Demon's Souls gimmicks also makes the world feel less far less "gamey" and predictable. Like when the big scary monster at the end of a level turns out to be anything but, or when a seemingly impossible fight turns out to be the biggest power fantasy moment in the series. sogood.gif


I disagree. World Tendency makes no sense and encourages extremely silly behavior. I wish that it could be reworked into something that would make sense for the world and the player character, something that doesn't require me to disconnect from the internet and jump off a cliff ten times.

Bad things happen: World gets darker. Good things happen: World gets lighter. It's thematic!
 

Flipyap

Member
Bad things happen: World gets darker. Good things happen: World gets lighter. It's thematic!
Player is bad at the game and clearly needs help: game gets harder.
Player is good at the game and doesn't need full HP: game gets easier.
Player has read the wiki page and understands how World Tendency works:

It's insane! Did they come up with that system on Opposite Day?!
 
Player is bad at the game and clearly needs help: game gets harder.
Player is good at the game and doesn't need full HP: game gets easier.
Player has read the wiki page and understands how World Tendency works:


It's insane! Did they come up with that system on Opposite Day?!

Told you it was thematic.
 
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