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Souls fans, does the difficulty misconception frustrate you?

Just curious... I always think about how the series is perceived as such a brutally hard experience, when it's truly not and is seriously one of the most unique and rewarding games to date. But its frustrating because so many folks I'm sure pass because of this misconception even if they experienced it and felt it was hard. The thing is, once you adapt its fair as can be and I mean I just wish everyone could see what gems these games are. They have some of the most incredible and rewarding moments, I just want every gamer to experience it and see how good they really can be.

Just a thought, but I would love to help some who can't get into it find a way to finally break the barrier, the series is just that good

I love Dark Souls (not 2) and Bloodborne, and I think they're some of the finest games ever made, but no, not every gamer needs to like them or adapt to enjoy them. Some people want different things out of games rather than endless tension and excessive repetition. A lot of people just want to relax with games, and I don't blame them one bit. Souls games are great, but they can be hard or frustrating for people who are not willing to dedicate time and effort to getting better at a game or honing their skills. Some people just want to come home and relax with something like a quick match of Titanfall or Assassin's Creed or whatever, and I think we should learn to accept that instead of forcing our tastes/preferences on them.

The Witcher 3, for example, is one of my all time favorites as well, and a lot of people just don't enjoy the combat, and that is fine, because if you don't enjoy something, you don't have to adapt to enjoy it. There are a million other things to play that you can pick up and have fun with immediately.
 
Because the people playing easy mode can still struggle in easy mode, for them an easy mode the way I explained could be just as difficult as normal mode is for other experienced souls players. It's because it changes absolutely jackshit related to game design and only modifies damage, health, attack frequency.

Think about how much a usual player has to struggle compared to how much a seasoned vet has to struggle...it won't be the same between those two and one will definitely struggle more than the other. So that kind of disparity already exists and it's not uniform for everyone.


Yea I don't get the logic on that one either, by that logic I shouldn't be doing a 2nd play thru of darksouls now because I'm breezing right thru where I struggled before and thats counter to what darksouls IS man!!!
 
Like I said earlier, this isn't going to lead anywhere, I don't see the point of having a roundabout way to just to be able pause the game, people seem to disagree. Fine.

Whether there is room on the controller or not for it I wouldn't know, never thought about it until you mentioned it.


It would fuck my momentum up yes, but that's my problem, and I'll have to deal with that.
I'd rather struggle a bit when resuming the fight rather having to do the whole thing over again.

Just as an example: I was fighting Pontiff Sulyvahn in DS3 and was doing pretty good, and then someone started knocking on my door, enough to let me know that they weren't going away, so I had to suicide to be able to go open the door. That's bullshit as far as I'm concerned.

It doesn't take away any challenge to be able to pause the game, it's there for a reason, to be able to deal without irl stuff so it doesn't fuck with your gameplay.

So it's quite clearly obvious that ergonomically, there is no space for a pause everything button. They had to improvise with the autosave system so people can quit the game if they need to pause everything. That makes plausible sense and we should commend From Soft for finding a way round that.

Because the people playing easy mode can still struggle in easy mode, for them an easy mode the way I explained could be just as difficult as normal mode is for other experienced souls players. It's because it changes absolutely jackshit related to game design.

Think about how much a usual player has to struggle compared to how much an experienced souls player has to struggle...it won't be the same between those two. So you see that kind of disparity already exists.

How do you know that?

What if someone completely new to the series is intimidated by the difficulty modes and goes for easy. He absolutely breezes through the entire game and calls it dull and boring because he wasn't properly challenged. You have absolutely destroyed Miyazaki's vision for that player's struggle to survive.

This is why the game already has coop. It's already got an easy mode built in that allows people to try the struggle to survive and if it's way too much for them, they can get other people to help them. So what they lose from the experience with less struggle, they gain from working together with friends. It still feels satisfying.
 
Because the people playing easy mode can still struggle in easy mode, for them an easy mode could be just as difficult as normal mode is for other experienced souls players.

Think this, for someone who has played a lot of souls game the games are not really difficult, they can take on any challenge with not much issue. Then there are the usual players who would struggle a lot more. So that sort of disparity already exists.

By definition, an "Easy Mode" is one that is less punishing to the player, right? Doesn't that contradict the core design element the director was going for; the very experience he designed the game to impart on the player?

I don't think you can take away the game's main teaching tool - the player dying and having to repeat sections - without significantly affecting the game and the experience. If you're dying less often, you're not accruing the knowledge/experience you need to overcome the game's challenges. Long time Souls vets have gained that experience already, hence why they find it "easy".

Isn't it kind of a cop out to treat it like such a binary thing?

I don't think following the (probably) central design pillar Myazaki wanted to achieve is a cop out, no.
 
Are there any free buttons on a controller to do that?
It can be done...multiple ways.

You can even have a long press for the option/start button and it could pause the game, and it would change nothing and still provide you with normal functionality of system menu with a normal press of option/start button.

No one is in such a hurry that they can't press and hold a button for 2 seconds if they really want to pause.
 
Yea and what you fail to comprehend is that a little less difficulty would not impact the atmosphere, sountrack setting or gameplay.




Literally already explained that *I* have taken the time to play Dark Souls, and I'm not saying *I'M* owed anything at all. I'm not sure why you keep coming at me like I said I'm entitled to shit.

All I'm saying is having taken the time to play the game and learn and "git gud" I'm not some elitist gatekeeping child who feels like I'd be out something if someone else got to experience so much of what makes it a great game without going thru the exact same struggles I did.
Seems like all you can do is resort to name calling people. People point out legitimate reasons and all you can say is "THE GIT GUD GATEKEEPERS LOLLLL"

I never said the difficulty would change any of those things. I'd tell you to git gudder in your posts but you might get mad.
 
So I guess you've never had a friend that you wanted to experience something you already had, but they just couldn't be bothered because of an overblown excuse?

For me, it isn't really an overblown excuse for a friend to dislike the high bar of entry for the Souls series. Sure, it's not difficult once you get the hang of things - but it's a bit ludicrous to feign ignorance over why that steep initial learning curve might turn some people off.

That being said, I get where you and others in this thread are coming from - Dark Souls isn't like Mega Man or Contra. It's not like it remains brutally hard from start to finish - its just the learning curve and the swallowing one's fear that stands in most people's way. Whereas in MM and Contra, even once you've mastered the controls and mechanics, the difficulty remains cheap and insane for lots of the game.

When I make a mistake in a Souls game, I usually know it was my fault. Unlike, say, one of the older SNES games I've mentioned, where cheap deaths and impossible sections are legion.
 
So it's quite clearly obvious that ergonomically, there is no space for a pause everything button. They had to improvise with the autosave system so people can quit the game if they need to pause everything. That makes plausible sense and we should commend From Soft for finding a way round that.
So let's just pretend that there is room for a pause button for situations like the ones I've described. Situations that doesn't take away any challenge or suspense if they had to be paused due to whatever irl situations that needs to be taken care of, they'd only result in an unfair death with the lack of said function.
Would you be ok with that?
 
Summoning in general trivializes almost all difficulty in the game. No challenge is designed with co-op in mind, and the game's way to balance things out is to give the enemy more health, which is pretty much the kind of balancing most people expect from a hypothetical easy mode.

And yet, summoning remains an option in the game and no one ever claims it shouldn't be a thing or anything of the sort.
 
How do you know that?

What if someone completely new to the series is intimidated by the difficulty modes and goes for easy. He absolutely breezes through the entire game and calls it dull and boring because he wasn't properly challenged. You have absolutely destroyed Miyazaki's vision for that player's struggle to survive.

This is why the game already has coop. It's already got an easy mode built in that allows people to try the struggle to survive and if it's way too much for them, they can get other people to help them. So what they lose from the experience with less struggle, they gain from working together with friends. It still feels satisfying.

Too add on to this, the idea that you need multiple difficulties to account for different player skills to achieve the same level of challenge is a nice idea in theory, but totally impossible in practice. Take a step back and really think about the big picture here. The range of player skill is vast. Like, insanely so. We have people that have been playing games all their lives, people that have never touched a game, and all the people in between. The amount of difficulty levels needed to suit everyone would easily be in the hundreds, it's just not feasible. That's why when people ask for an easy mode, what they really mean is "A difficulty mode suited to my preferences and tastes." Again, that's why it makes more sense that Souls has a sort of variable difficulty based on how you play it.This singular variable difficulty also has tons of benefits that multiple modes wouldn't. Better community building, (Everyone shares the same experiences) more cohesive online interactions, (Don't have to worry about how different modes work) and co-op that actually works. (Why would people bother with co-op if they could just play the game on easy) So many people overlook all the advantages one difficulty mode gives you.
 
Lol of course Souls games are hard by to the average gamer today. Where is the misconception op?

Souls fans: "game is not hard if you pay attention / learn from your death / use summon / play it right .... though."

How about game is hard.
 
Seems like all you can do is resort to name calling people. People point out legitimate reasons and all you can say is "THE GIT GUD GATEKEEPERS LOLLLL"

I never said the difficulty would change any of those things. I'd tell you to git gudder in your posts but you might get mad.

Fascinating coming from the guy who had to be told 3 times I've finished the game as it is and don't feel entitled to anything... all you've done is gatekeep and cry about others being entitled so I guess we're even.

I guess we'll just have to agree you're wrong.
 
An easy mode could detract from the community difficulty that the game imposes.

With the orange soapstone and the summoning system the game gives a sense that, while you are trudging through and overcoming things on your own, you're also part of a community. People leave messages to help or hinder, point out secrets and offer summons to help players that can benefit from their hard won know ledge.

If people can smash through the game on an easy mode (I'm aware that some people do so now) then those hard earned nuggets of knowledge lose some.of that value. the sense of a community overcoming a mysterious and difficult land together is significantly diminished because the challenge was not equal to all who entered.

That's my takeaway any who. There are obvious holes, people can just youtube stuff and bypass most of the challenge anyway but that feeling of struggling through shoulder to shoulder with others and uncovering those secrets is a core part of the experience for me.
 
the games are not that hard, they just require patience and offer little guidance, basically, it is considered ahrd by today casual standards.
 
No silly, thats not the cop out. the cop out is treating it like its binary, like its not possible that this master game designer cant possible adjust it at all without it going all to hell

its just elitist gatekeeping.
Trust me, it's not elitist gatekeeping.

Many have explained how enemy placement, level design, player progression, as well as the depth of the combat and atmosphere is intrinsically tied to the game's challenge.
 
and



broke me. I'm soloing on PC with a melee build. I felt great beating the game as it was, but feel absolutely no need to progress further. The only reason I probably haven't gone back obsessively is that I'm waiting to play DS 3's GOTY and after that I'll end up returning for a complete Scholar run... But I'd consider these fuckers hard as nails and I enjoy Contra.

Yeah that's fair enough.

The trio there and the dual cats in Eleum Loyce are the only two bosses I couldn't solo in the game. The trio especially is just fucked.
 
No silly, thats not the cop out. the cop out is treating it like its binary, like its not possible that this master game designer cant possible adjust it at all without it going all to hell

its just elitist gatekeeping.

Souls players love getting more people into the series. I've sold (and gifted) several copies of the games over the years. But no, obviously I don't want people to enjoy a thing I enjoy. That must be it.
 
After all the fuss all these years, I started trying Dark Souls 2, didn't like it.

Tried Bloodborne on PS4. The constant sub-30fps or bad framepacing or whatever makes the game a stuttering bad experience on my display that makes it unplayable for me.

Tried Dark Souls 3 on PC with smooth 60fps and the improved visuals and immersion sold me, played the entire game but cheating with savegame backups. I'm old and not a hardcore gamer anymore, there's simply too much good stuff out there to play and I don't have the hours to invest in all that frustrating repetition.

The music is really outstanding, and I like the art direction, the designs, the immersion, the world, most of gameplay mechanics, even the difuse lore that I do not quite totally understand (does anybody?), and some of the boss battles are both horrifying and stunning on a 100" screen... but come on, these games are hard as fuck, that's why you have to sink hundreds of hours into them and "git gud" and all that.

A lot of the time they seem specially designed as a extreme stress test of frustration management, and I can only enjoy that to a certain point.

Those enemies with the ability of teleporting their weapons up your ass sure are a milestone in gaming history.

What bothers me the most is: How bad can it be to simply put a "noob" or easy mode for people like me who want to enjoy the game more for the exploration than the hard combat? would that hurt the "normal" experience of others?
 
So it's quite clearly obvious that ergonomically, there is no space for a pause everything button. They had to improvise with the autosave system so people can quit the game if they need to pause everything. That makes plausible sense and we should commend From Soft for finding a way round that.
A long press and hold (2 seconds) of options/pause is not ergonomically infeasable. It prevents accidental pauses and provides access to pause when it's really needed at the same time. But if you wanna believe it's not ergonomically possible in a game that uses L3 for jump and circle for running (and circle for both running and jump in some games), that at the same time doesn't really care about the playability by not fixing frame pacing issues then I guess that's your reasoning.



How do you know that?

What if someone completely new to the series is intimidated by the difficulty modes and goes for easy. He absolutely breezes through the entire game and calls it dull and boring because he wasn't properly challenged. You have absolutely destroyed Miyazaki's vision for that player's struggle to survive.

This is why the game already has coop. It's already got an easy mode built in that allows people to try the struggle to survive and if it's way too much for them, they can get other people to help them. So what they lose from the experience with less struggle, they gain from working together with friends. It still feels satisfying.
That's his problem.
He can play hard mode for a higher challenge because that's like how it works for every game.

Beside "destroying the vision" because he made his opinion after playing easy mode and finding it, well.... easy (it's right there in the name) is his own issue and is a small price to pay for the benefit it brings.

It works both ways, an experienced souls player can play the game first time on normal mode and find it easy...wouldn't that have "destroy Miyazaki's vision" too? But does it not matter in this case because he is a souls game vet?
 
I don't know. I'm not a kid with all the time in the world to replay thevsamd shit over and over and then over again 100x until I finally figure out where I need to ho and what I need to go. I quite after 10+ hours of Demon's Souls replaying the same castle section 100 times. Maybe that's not vonsidered "difficulty," however, I don't have the tine and patience I did playing games "difficult" or frustrating games on NES in years past..

Has nothing to do with that. I'm married and work Yada Yada and its simply like playing any other game. And that's not even remotely close to the times it takes to figure things out, running thru one section 100 times just to figure it out, that doesn't happen. Whether I sit and play an hour or two of Battlefield, souls, hockey etc... All the same
 
Trust me, it's not elitist gatekeeping.

Many have explained how enemy placement, level design, player progression, as well as the depth of the combat and atmosphere is intrinsically tied to the game's challenge.

Yep, and I agree with all of those things. I just don't agree that it couldn't be adjusted without completely ruining the game.

You're vastly overstating the ease of changing core design features.

That's actually because I'm not advocating changing core design features.
 
From Software games are not hard at all, my 12 year old brother platinum Bloodborne alone without summons, no way is it hard for grown adults, they are just lazy and impatient and can't be bothered to observe and learn the enemy's patterns. Yes it frustrates me when people dismiss the games because they're "too hard"... Git gud.

Think this through. If I am bad at video games, isn't it possible that video games, including the souls series, are too difficult for me?
 
I think once you completed your first souls game they are all easy enough. Difficulty spikes here and there depending on build.
 
By definition, an "Easy Mode" is one that is less punishing to the player, right? Doesn't that contradict the core design element the director was going for; the very experience he designed the game to impart on the player?

I don't think you can take away the game's main teaching tool - the player dying and having to repeat sections - without significantly affecting the game and the experience. If you're dying less often, you're not accruing the knowledge/experience you need to overcome the game's challenges. Long time Souls vets have gained that experience already, hence why they find it "easy".
I said it already, for them an easy mode can be just as punishing as normal is for others (including other good players who aren't souls vet..who do exist).

Yet somehow it's not fine but it's totally fine if those players find things more difficult than others.
 
There are much harder games than the souls series.

Even cod I forget which one it was, but I played it on veteran and I promise you that was a rough experience. Tougher than any souls game imo. I felt like their grenades were homing.

The difference with "hard" and hard is that dark souls games offer a multitude of different ways to accomplish a goal. You have more options. Thus, it is deemed "fair".

You can be clever and use the tools given to you in the game to absolutely rek bosses - stunlocking them to death.
 
They are harder then average certainly but I don't find them to be this brutal masochistic experience some make it out to be. In my own experience they are easier then any multiplayer genre I've dared dip my toe into. I don't really have the reaction times for fast twitch based stuff anymore but I can handle Souls decently enough.
 
Too add on to this, the idea that you need multiple difficulties to account for different player skills to achieve the same level of challenge is a nice idea in theory, but totally impossible in practice. Take a step back and really think about the big picture here. The range of player skill is vast. Like, insanely so. We have people that have been playing games all their lives, people that have never touched a game, and all the people in between. The amount of difficulty levels needed to suit everyone would easily be in the hundreds, it's just not feasible. That's why when people ask for an easy mode, what they really mean is "A difficulty mode suited to my preferences and tastes." Again, that's why it makes more sense that Souls has a sort of variable difficulty based on how you play it.This singular variable difficulty also has tons of benefits that multiple modes wouldn't. Better community building, (Everyone shares the same experiences) more cohesive online interactions, (Don't have to worry about how different modes work) and co-op that actually works. (Why would people bother with co-op if they could just play the game on easy) So many people overlook all the advantages one difficulty mode gives you.

People just can't appreciate the lengths From have gone to to try and be as inclusive as possible without destroying core aspects of the game.

That's his problem.
He can play hard mode for a higher challenge because that's like how it works for every game.

Beside "destroying the vision" because he made his opinion after playing easy mode and finding it, well.... easy (it's right there in the name) is his own issue and is a small price to pay for the benefit it brings.

It works both ways, an experienced souls player can play the game first time on normal mode and find it easy...wouldn't that have "destroy Miyazaki's vision" too? But does it not matter in this case because he is a souls game vet?

But that's my point. He doesn't know he needs a harder challenge. He doesn't know he's capable of much more than what the easy mode is. And once the first experience is over, that defines your view of that game. Who realistically goes back to a game they didn't enjoy on a harder difficulty? No one.

I didn't think I would be capable of what Souls would ask from me because of how low the bar had been set recently by games. And I definitely would've picked an easier mode if there was one because of the reputation of the game. All I have to say is, I'm so glad it didn't. Souls not pandering to me completely revitalised my love of gaming.

It's also not a small price to pay. I bet a lot of people who completed Souls would've gone with an easier difficulty if there had been the option and would've completely ruined their experience with this amazing series.

Experienced Souls players have already had their first true Souls experience where they had to struggle to survive. That's all Miyazaki wanted. I'm experienced and even though the newer games aren't as hard for me as Demon's was, I still feel the struggle all the time. Miyazaki even managed to mix the formula up enough to create a subtle difference in the struggle between the Souls games and Bloodborne. He has worked so hard to not only to create a series that is welcoming to new players but doesn't sacrifice its principles for its experienced players.
 
No, you certainly were, even if your post was directly responding to me. I completely agree that a certain amount of designer intent be respected.

I also agree a certain amount of designer intent be respected, and I fail to see how the designer himself couldnt figure a way to reduce the difficulty without disrespecting his own intent...
 
I hate hard games. I had/have an anger issue and so that is generally a quick way to set my bitch ass off. So I tend to avoid any game in which the selling point is "its mad hard yo".

but yet I tried every souls game. Didn't like any of them until 3 and thats when I got it. The games aren't hard they just require patience (which I also have issues with lol) and approach. The games aren't hard they just require you to not make too many mistakes. In alot of other games, you can just flail at things, fuck up often and still come out great. The Souls series punishes you for that it seems...which is neat. Each of the things that can be considered cheap, annoying, or unfair are generally all there to teach you patience and to not fuck around. By the end of the game(s) you generally are near an expert and it becomes second nature...which probably is why for each person each game is easier than the last.

I was one of those who couldn't get into any of the games and felt like the "git gud" community was lame but now I "get" it, and wouldn't change anything
 
Just curious... I always think about how the series is perceived as such a brutally hard experience, when it's truly not and is seriously one of the most unique and rewarding games to date. But its frustrating because so many folks I'm sure pass because of this misconception even if they experienced it and felt it was hard. The thing is, once you adapt its fair as can be and I mean I just wish everyone could see what gems these games are. They have some of the most incredible and rewarding moments, I just want every gamer to experience it and see how good they really can be.

Just a thought, but I would love to help some who can't get into it find a way to finally break the barrier, the series is just that good

I was one of those. I would read posts, Reddit and watch twitch players struggle through the content. Eventually , I decided I wanted to try and see what was the fascination of the souls game. I jumped in first with bloodborne and came in with an open mind. I did struggle with it at the beginning but like with anything else I overcame it, read the lore and fell in love with it. I recently decided to do the same with DS3 and I'm not going to lie I struggled , maybe more with it than BB but got better and towards the end Nameless King and Soul of Cinder were extremely fun! The Lore of all the souls games kept me in it.. Sad to say it but the git gud theory is true, if you don't the game forces you to quit. its a fun learning experience and once you get how to play and understand it you fall in love with it... and maybe lose a few controllers along the way. :)
 
I also agree a certain amount of designer intent be respected, and I fail to see how the designer himself couldnt figure a way to reduce the difficulty without disrespecting his own intent...

Because you're thinking of it from what you want, not from what he/they wanted. I mean that goes for anything in life where someone can say why didn't you do this why didn't you do that to a creator of an idea or product, well the answer is simple, that was not their vision. The vision to make a game become easier for people who don't take the bit of time to understand the mechanics was not in their game plan.

Plus it has a lot to do with summons, if I'm playing on the so called hard difficulty... And someone summons me only their easy game then how is that fun for me?

Way to many variables, and you need to just accept that they don't have an easy mode per slider because it's not their vision and it simply wouldn't work as easy as you want to believe it would
 
But that's my point. He doesn't know he needs a harder challenge. He doesn't know he's capable of much more than what the easy mode is. And once the first experience is over, that defines your view of that game. Who realistically goes back to a game they didn't enjoy on a harder difficulty? No one.

I didn't think I would be capable of what Souls would ask from me because of how low the bar had been set recently by games. And I definitely would've picked an easier mode if there was one because of the reputation of the game. All I have to say is, I'm so glad it didn't. Souls not pandering to me completely revitalised my love of gaming.

It would be hilarious if the game just said it was on easy mode by default, with no option to select anything else, and it created a placebo effect for people who want to be able to select an easy mode.

You could just start the game with a difficulty selector that has Medium and Hard grey'd out with "beat game on Easy to unlock" except, nothing ever unlocks and the game is just the game.
 
Because you're thinking of it from what you want, not from what he/they wanted. I mean that goes for anything in life where someone can say why didn't you do this why didn't you do that to a creator of an idea or product, well the answer is simple, that was not their vision. The vision to make a game become easier for people who don't take the bit of time to understand the mechanics was not in their game plan.

Plus it has a lot to do with summons, if I'm playing on the so called hard difficulty... And someone summons me only their easy game then how is that fun for me?

Way to many variables, and you need to just accept that they don't have an easy mode per slider because it's not their vision and it simply wouldn't work as easy as you want to believe it would

Not what I want. Remember I'm a fan of the game the way it is. I just don't believe that its impossible to make changes to the game to tone down how repetitive and tedious it is and make it more accessible to more players. Remember, I'm perfectly fine with it not changing I just reject this silly notion that its absolutely perfect and no change could possibly improve it without ruining it completely.
 
Not what I want. Remember I'm a fan of the game the way it is. I just don't believe that its impossible to make changes to the game to tone down how repetitive and tedious it is and make it more accessible to more players. Remember, I'm perfectly fine with it not changing I just reject this silly notion that its absolutely perfect and no change could possibly improve it without ruining it completely.

No one has said they're perfect, but rather just accept the game warts and all.

You've chosen a hill to die on that no one cares about.
 
Not what I want. Remember I'm a fan of the game the way it is. I just don't believe that its impossible to make changes to the game to tone down how repetitive and tedious it is and make it more accessible to more players. Remember, I'm perfectly fine with it not changing I just reject this silly notion that its absolutely perfect and no change could possibly improve it without ruining it completely.

It's just odd tho to see a souls fan who says they're a fan of the game the way it is but then call it tedious and repetitive, just saying is all, that's a first for me to see
 
Souls 3 is the easiest of the bunch tho, big time

Souls 3 became the easiest of the bunch once I grinded the Dark Sword and brought it to +9. Blazed through the entire game because I could attack 3 to 4 times per boss attack window and deal 300 or so damage each time.

Complete damned shame too because I want to go through the game in the heaviest armour with my ultra greatshields and ultra greatswords. Nothing beats the feeling of becoming an unstoppable juggernaut.

But evidently From wanted to curate my playing style away from that.
 
No one has said they're perfect, but rather just accept the game warts and all.

You've chosen a hill to die on that no one cares about.


Well, clearly some do, I mean there wouldn't be any conversation about it if literally nobody did. As far as dying on the hill, meh, I love the game as is. I'm just stating my opinion that it wouldn't upset me at all if other people got to enjoy the game in another way than I did.

It's just odd tho to see a souls fan who says they're a fan of the game the way it is but then call it tedious and repetitive, just saying is all, that's a first for me to see

It cant be that rare, I mean what souls player has never said, alright, i'm done for a bit, I cant play thru that run to the boss again right now, but i'll be back later you motherforkers... (maybe not that exact thing).
 
Souls 3 became the easiest of the bunch once I grinded the Dark Sword and brought it to +9. Blazed through the entire game because I could attack 3 to 4 times per boss attack window and deal 300 or so damage each time.

Complete damned shame too because I want to go through the game in the heaviest armour with my ultra greatshields and UGS.

Love my dark sword mmmm such a great game
 
I get the same feel from them as with the Megaten games. They may feel sadistic, but if you bother with learning and having some patience, the challenge feels incredibly rewarding.

Now if they would just get rid of the chromatic aberration and fixed the frame rate... I can't play Bloodborne because of how strained my eyes feel after an hour.
 
I think Souls fans need to realize that the average gamer will be completely intimidated by the experience. It might not be as hard as it's made out to be, but it's still incredibly hard by most people's standards.
 
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