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2024-06-24 14:57:20

nugger on Nostr: REWRITING A POST I POSTED BEFORE BECAUSE I CAN'T FIND IT FROMSOFT MART SHARTS ARE NOT ...

REWRITING A POST I POSTED BEFORE BECAUSE I CAN'T FIND IT

FROMSOFT MART SHARTS ARE NOT DIFFICULT GAMES
THEIR POINT IS NOT COMBAT
THE POINT IS YOU FEEL LIKE YOU'RE IN THE WORLD

THE COMBAT IS BY DESIGN NOT MECHANICALLY CHALLENGING, NOT RELIANT ON PRECISION AND TIMING
THIS IS SO YOUR GRANDMA CAN PLAY THE RPG
THE UNCANCELLABLE ANIMATIONS YOU HAVE TO COMMIT TO AND MOST ENEMIES COMMIT TO MAKE IT INTO ALMOST SOMETHING LIKE KOTOR COMBAT ROUNDS

REAL TIME WITH PAUSE IS ACTUALLY TURN BASED WITH AN AUTOMATIC ROLLING TIMER THAT YOU CAN PAUSE
IN DEMOARK SOULS YOU CANT PAUSE THAT TIMER BUT THERE ARE STILL KINDA DISCREET TURNS THAT YOU GO INTO

COMPARE TO DEVIL MAY CRY OR SOMETHING
SOULS IS JUST NOT THAT DEEP OR CHALLENGING IN TERMS OF ACTUAL KILLING DUDES PART OF THE GAME

CHALLENGE IN SOULS PRIMARILY COMES FROM ENEMY PLACEMENT AND THEIR MOVESET
ITS LIKE DOOM
ENTER ROOM, MONSTER CLOSETS OPEN, FIVE CACOS AND TWO CHAINGUNBERS BEHIND YOU
AND YOU REACT FROM THERE

IF YOU GO SLOW AND CAREFUL -- GAME BECOMES EASY
THAT'S THE INTENT WITH THE "DIFFICULTY"
HAYAO MIAZAKI WANTS YOU TO RUN IN, GET WRECKED, GET SPOOKED BY THAT, GO SLOW, AND SUCCEED BY BEING CAREFUL
LOOK AT WHAT MOVESET ENEMIES HAVE AND REMEMBER IT
ENTER A ROOM, SEE BADDIES, SEE WHAT KIND THEY ARE, REMEMBER MOVESETS, SEE WHAT KINDA MOVES THEY CAN USE ON YOU AND WHAT KIND YOU CAN USE, MAKE YOUR DECISION AND WHILE THE ANIMATION PLAYS YOU HAVE DOWNTIME TO THINK ABOUT NEXT MOVE

THE POINT OF THE GAME IS THAT "GETTING SPOOKED AND GOING CAUTIOUSLY" FEELING
THE JAPANESE GUY EVEN SAID THAT IN THE INTERVIEWS
THE WHOLE POINT IS YOU ARE A LITTLE GUY IN A DANGEROUS WORLD AND YOU NEED TO BE CAREFUL
WHEN YOU'RE CAREFUL YOU WIN, AND FEEL LIKE YOU'VE OUTSMARTED THE BIG DANGEROUS WORLD
AS YOU BECOME COMFORTABLE WITH THE MECHANICS YOU BEGIN TO GO FASTER AND BECOME LESS AFRAID
THE DESIGNERS THROW IN NEW CONSTRAINTS AND CHALLENGES TO RETURN THE FEAR BACK INTO YOU

THE GAME HAS A LOT MORE TO DO WITH SOMETHING LIKE WIZARDRY OR OLD (GRID BASED) MIGHT AND MAGIC
AND OTHER DUNGEON CRAWLERS

//////THE GAMES vvv


THAT'S WHAT DEMONS AND DARK 1 WERE LIKE
UNFORTUNATELY A BIG SEGMENT OF THE PLAYERBASE GASLIT THEMSELVES AND DEVS INTO THINKING THE COMBAT WAS COOL AND DEEP
DEVS STARTED TO FOCUS ON COMBAT

DARK 2 WAS DEVELOPED BY A SEPARATE TEAM AND HAD A ROUGH DEV CYCLE WITH A BUNCH OF SHIT GETTING CUT CHANGED AND REARRANGED
IT LOOKED AT THE COUPLE MOMENTS IN DARK 1 WHERE THE PLAYER WAS TOLD TO TURN OFF THE OCARINA OF TIME LOCKON TO FIGHT MULTIPLE ENEMIES FROM SEVERAL ANGLES
DARK 2 WENT HEAVY ON THAT IDEA

BLOOD AND GOOP BORNE WAS ABOUT MAKING THE FULL AUTO TURN BASED COMBAT FEEL FASTER BY ENCOURAGING PLAYER TO SPAM ATTACKS AND BE AGGRESSIVE
ENEMIES BECAME FASTER
DEVS STARTED THE ANNOYING SHIT WITH TRYING TO COUNTERACT PLAYER'S EXPERIENCE FROM PREVIOUS GAMES BY CHANGING THE EXPECTED TIMING OF THE ATTACKS

DARK 3 WAS AN ATTEMPT TO RETURN THE LESSONS FROM BLORNE INTO AN RPG WITH STATS AND BUILDS AND SO ON
OBNOXIOUS SHIT CAME WITH IT

SEKIRO GOT RID OF THE RPG AND TRIED TO MAKE THE GAME INTO AN ACTION GAME WITH A BIGGER TOOLKIT
NOTICING THE OBNOXIOUS SHIT RESULTS IN PLAYERS WAITING AROUND DOING NOTHING WHILE THE BOSSES DO THEIR COOL COMBO, THEY ADDED A PARTY WHICH DAMAGES BOSS IN A DIFFERENT WAY
THIS RESULTS IN A SORT OF MOTHER 2 TYPE THING WHERE YOU'RE PLAYING A TURN BASED GAME BUT ALSO HAVE A RHYTHM GAME AT THE SAME TIME
THAT WAS A GOOD IDEA, WORKED GREAT

ELDEN RING DROPPED IT
AGAIN, IDEAS FROM PREVIOUS GAME GOT CHOPPED UP AND ADDED TO THE FORMULA, BUT ENDED UP IRRELEVANT OR SIMPLISTIC

I BLAME THE JAPANESE
Author Public Key
npub1lr53axhn285lljwtapu38zw4k9p7yqrxgj65cqfmk6wn89fxt5wqgv5j25