recursive
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Doesn't metroid dread also have that with those things that chase you around?Meanwhile Resident Evil has a run away from the boss mechanic
Doesn't metroid dread also have that with those things that chase you around?Meanwhile Resident Evil has a run away from the boss mechanic
I was going to agree but your tittle doesn't really reflect the OP.Just wanted to say I hate when any game does this, be Souls or any other game. I feel like it’s just padding the game length by making you face the same challenges over and over to get to the boss, it’s really frustrating and adds nothing, really, to the game.
It’s pretty telling that DS1 and BB had shortcuts close to the bosses, and that DS3 has bonfires close to the bosses, ultimately they realized this is boring af. I hope Elden Ring preserve this. Once you conquered the level, there’s no need to force us to “run to the boss”.
Levels are challenge only before you reached the boss, when you are exploring them, fight all enemies, searching for shortcuts etc. After that it's just tedious runs past all enemies straight to the boss. It's just waste of time that gives nothing beside irritation.In Demon's Souls the challenge is often the level itself, not the boss. That's why this mechanic makes sense in that game. The boss is just last opportunity for you to choke and fail.
As the games have focused more on challenging boss fights they've phased out this mechanic
I think the biggest difference is what build you use. I went for a full on magic build and platinumed the game using only that build, leaving my magic defense pretty low. It’s really ass in NG+2 because they have so much HP that ranged combat barely makes a dent and you run the risk of getting shot if they fire out of sync (which they do pretty often). I usually just two handed my crescent uchigatana and ran up to them using heavy attacks to stunlock them while dodgerolling their ranged attacks.Having completed that recently, that boss run (the last mindflayer in particular) helped me for three reasons:
1. It taught you that you had to equip the Thief Ring before the boss.
2. It forced you to have a really good range weapon.
3. It exposes under-powered weapons/under levelling.
In my case, the first couple of times, the run seemed like hell and maneater x 2 was impossible. After equipping thief ring and powering up my compound longbow/levelling up my health/stamina, the run was trivial and the boss fight do-able.
OP dealing with the ire of Soul's fans:
You could say this about any arbitrary difficulty increasing mechanic in the Souls games. That's why the games were so special when they first hit.It’s an archaic mechanic with the purpose of padding the game and making the player frustrated.
Just wanted to say I hate when any game does this, be Souls or any other game. I feel like it’s just padding the game length by making you face the same challenges over and over to get to the boss, it’s really frustrating and adds nothing, really, to the game.
It’s pretty telling that DS1 and BB had shortcuts close to the bosses, and that DS3 has bonfires close to the bosses, ultimately they realized this is boring af. I hope Elden Ring preserve this. Once you conquered the level, there’s no need to force us to “run to the boss”.
I don’t get angry at losing to bosses, I’m not 5. And I train while fighting, there’s no need to think about anything, this isn’t the SATs. Get a grip, there’s no need to get angry.What a load of crap. You have time to think or it could drive up your anger. It might compel ppl to chill and think, before dying again. While you run you can reevaluate things. Ofc fullly retarded people need to die 110 times the same way and whine about "running back".
Demon’s barely has shortcuts so you’re wrong.This premise is flawed. The idea that a lack of quality-of-life niceities was not only a conscious design decision, but one made to inflate the length of a Souls game is absurd. Demon's Souls had shortcuts as a REWARD for completing the path to a boss. So now, instead of having to redo that entire section, you simply can navigate through a shorter section (if it's not right next to a fog door).
. . .as for ER, you would expect the things that work for largely LINEAR games to not be so great for non-LINEAR, open world games (money says the Legacy Dungeons have the exact same bonfire/shortcut design from previous games).
There are a few things that I think are cheap in souls:You could say this about any arbitrary difficulty increasing mechanic in the Souls games. That's why the games were so special when they first hit.
Because running to the boss because you already killed the baddies once isn't really gitting gud.How? I am not practising any of these things when just running to the boss.
I don't mind a game forcing me to fight enemies I ve already defeated (Within reason I am not playing a perma death game anytime soon).
I don't like a game forcing me to do boring stuff completely unrelated to the challenge I am trying to overcome.
Demon’s barely has shortcuts so you’re wrong.Demon's Souls had shortcuts
Very few shortcuts. DS1 has plenty of them. DeS has almost none.. . .how the fuck does that work.
Having completed that recently, that boss run (the last mindflayer in particular) helped me for three reasons:
1. It taught you that you had to equip the Thief Ring before the boss.
2. It forced you to have a really good range weapon.
3. It exposes under-powered weapons/under levelling.
In my case, the first couple of times, the run seemed like hell and maneater x 2 was impossible. After equipping thief ring and powering up my compound longbow/levelling up my health/stamina, the run was trivial and the boss fight do-able.
OP is swift enough to handle it.
There's an extra bonfire right next to the door there. Takes maybe 5 seconds to run to the boss doorMost time it’s just a chore. In DS3, before the tree boss (forgot its name) there’s nothing to learn really. You just run from the sewer rats, the dogs and the fat magician. What’s to learn? To run? It adds 100% nothing to the game.
Nothing wrong with that if the game is committing to it. My issue is souls like games are being wishy washy about it and are pushing the player into a boring situation.I guess no one in this thread likes roguelikes either. Worrying about relatively short runs to a Souls boss vs starting your entire game over lol
Wrong. You may as well say that phase 1 of a boss fight is only a challenge until you reach phase 2, and after that it's just tedious.Levels are challenge only before you reached the boss, when you are exploring them, fight all enemies, searching for shortcuts etc. After that it's just tedious runs past all enemies straight to the boss. It's just waste of time that gives nothing beside irritation.
No it's not. Running to the boss past all the enemies is trash gameplay it's barely above climbing to the top of a ubisoft tower. Theres almost zero challenge to it and its just plain boring.Wrong. You may as well say that phase 1 of a boss fight is only a challenge until you reach phase 2, and after that it's just tedious.
A boss run in a level like 4-2 is anything but boringNo it's not. Running to the boss past all the enemies is trash gameplay it's barely above climbing to the top of a ubisoft tower. Theres almost zero challenge to it and its just plain boring.
If the game wants to set me back far then fine but it has to be enjoyable gameplay. Repeating the boss from the start is fine it's fun and I might be dying because I am not playing well and don't have enough health for the second phase "I need to get good".
If your defending running to the boss you might as well defend long loading times, unskippable cut-scenes or forced walking
I'm not angry, just voiced my concerns regarding universal truths.I don’t get angry at losing to bosses, I’m not 5. And I train while fighting, there’s no need to think about anything, this isn’t the SATs. Get a grip, there’s no need to get angry.