#Phonepunk#
Banned
So i am back to playing Souls again! When Sekiro came out, I got typically obsessed with that game, and played mostly it, over and over. Now I am nearing 100% Achievements, a first for me in any From game. Trying to hit the ones i left unfinished with Dark Souls 3 sounded like a good idea, and I wanted to go back and experience this awesome dark fantasy world again, so here I am. FWIW i dove back into a game saved in endgame status, where i defeated the Soul of Cinder and started a NG+.
Tbh i am kind of shocked just how different an experience it is. Sekiro plays much faster, with quicker & more fluid animation, and split second timing. You can hit the button to swing your sword, watch the avatar start to swing, change your mind at the last second (based on an enemy's shift in stance) and then mash LB to get in a deflect/parry. No such fluidity exists in Souls. It is closer to a Turn Based RPG, or at least ATB. Slower at any rate. Castlevania vs. Symphony of the Night.
Beyond that, everything is just heavier, everything is weighted down. Forget about ever jumping, even over the tiny railing on some stairs. This helps with the mood though, the weight of your armor now being a factor determining the speed of your character and possible defense options. IMHO i do not miss the weight mechanics in Sekiro, and the elimination of the Stamina bar is frankly, a revolutionary change, as you now have true Speed Run capabilities, for you can infinite run your way straight to any boss. But Sekiro is merely perfecting a goodness the developers have bestowed upon the player since the first Dark Souls. As always, the level designers have painstakingly & thoughtfully made sure it is possible to dodge past the many grunt enemies on the way to your destination.
Stamina is an interesting concept, and it takes a second for me to get used to the flow of combat, which is far different from Sekiro in many respects. You have to unlearn what you have learned. Eat act costs an amount of stamina, to me this seems a lot like the pen and paper RPGs, where you had a turn that was a certain length, and that actions you took cost part of that turn, and when you ran out of your turn you had to wait for it to replenish. The Souls combat shows this turns as a Stamina bar. Sekiro is more reactive, more like an action game. Feel like with Sekiro you have more options available and more time to think about things, but a lot more pre-planning can go into combat with Souls.
What Dark Souls 3 has to offer most is it's superb atmosphere, the wonderful melding of Bloodborne and Demon's Souls into a career-spanning victory lap, with an apocalyptic dark fantasy look that is just intoxicating. There are bonfires in this game that look straight out of a beautiful nightmare, moments that perfectly capture the gothic decadence of supernatural pop culture. Some were upset that they didn't return to a DS1-style open world, but i appreciate the return to a more linear style of level design. DS2 seemed too unfocused. For me DS3 harkens back to a more Demon's Souls-style of storytelling-driven design, each area unspooling a narrative filled with spooky ghouls and tombstones.
Sekiro looks gorgeous as well, and IMO is the best game they have produced. Interestingly it performs better than DS3 (playing on Steam) but the latter appears to have a far greater number of textures & models. Thankfully i don't have to choose, i can play both =)
Both of them are masterpieces, both unique in their own ways. I love that we have all these variations on this style of game and can't wait to see what From has in store for us in the future.
Tbh i am kind of shocked just how different an experience it is. Sekiro plays much faster, with quicker & more fluid animation, and split second timing. You can hit the button to swing your sword, watch the avatar start to swing, change your mind at the last second (based on an enemy's shift in stance) and then mash LB to get in a deflect/parry. No such fluidity exists in Souls. It is closer to a Turn Based RPG, or at least ATB. Slower at any rate. Castlevania vs. Symphony of the Night.
Beyond that, everything is just heavier, everything is weighted down. Forget about ever jumping, even over the tiny railing on some stairs. This helps with the mood though, the weight of your armor now being a factor determining the speed of your character and possible defense options. IMHO i do not miss the weight mechanics in Sekiro, and the elimination of the Stamina bar is frankly, a revolutionary change, as you now have true Speed Run capabilities, for you can infinite run your way straight to any boss. But Sekiro is merely perfecting a goodness the developers have bestowed upon the player since the first Dark Souls. As always, the level designers have painstakingly & thoughtfully made sure it is possible to dodge past the many grunt enemies on the way to your destination.
Stamina is an interesting concept, and it takes a second for me to get used to the flow of combat, which is far different from Sekiro in many respects. You have to unlearn what you have learned. Eat act costs an amount of stamina, to me this seems a lot like the pen and paper RPGs, where you had a turn that was a certain length, and that actions you took cost part of that turn, and when you ran out of your turn you had to wait for it to replenish. The Souls combat shows this turns as a Stamina bar. Sekiro is more reactive, more like an action game. Feel like with Sekiro you have more options available and more time to think about things, but a lot more pre-planning can go into combat with Souls.
What Dark Souls 3 has to offer most is it's superb atmosphere, the wonderful melding of Bloodborne and Demon's Souls into a career-spanning victory lap, with an apocalyptic dark fantasy look that is just intoxicating. There are bonfires in this game that look straight out of a beautiful nightmare, moments that perfectly capture the gothic decadence of supernatural pop culture. Some were upset that they didn't return to a DS1-style open world, but i appreciate the return to a more linear style of level design. DS2 seemed too unfocused. For me DS3 harkens back to a more Demon's Souls-style of storytelling-driven design, each area unspooling a narrative filled with spooky ghouls and tombstones.
Sekiro looks gorgeous as well, and IMO is the best game they have produced. Interestingly it performs better than DS3 (playing on Steam) but the latter appears to have a far greater number of textures & models. Thankfully i don't have to choose, i can play both =)
Both of them are masterpieces, both unique in their own ways. I love that we have all these variations on this style of game and can't wait to see what From has in store for us in the future.
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