A game has dodge rolls, a mechanic thats been in games for decades
Gamers: THIS IS JUST LIKE ELDEN RING!!!1! :so-true:
(I actually like the Souls series don't kill me pls)
I'm profoundly annoyed by the fact that dodge rolls make no fucking sense in a real life sword combat
people in real life also don't get stunned and have an opening to get stabbed after they get parried!!!!
A realistic sword fighting game would be likely pretty boring outside of VR. Even Chivalry and Mordhau, which I've put dozens of hours into, aren't realistic.
Now funny enough I think real sword fights would be pretty fun (except for the getting stabbed part)
I want to get into HEMA but I'm too lazy (and the materials are expensive)
Hellish Quart is specifically about fencing, but it's actually a pretty good-looking swordfighting sim.
One of my least favorite parts of capitalisms effect on culture is that if something is successful it must be mimiced into oblivion until all originality is sucked out and noore money is to be had.
every 3d platformer is a mario 64 clone and every 3d action rpg is an ocarina of time clone :very-smart:
YES, but you actually couldn't roleplay much in OoT cuz you only played one character who needed to be a hero.
And talking about that, I wish more first person action RPGs were like in Dragon Age Origins where you can switch to control another member of your party. That was cool as hell and seems (for a total ignorant like me) very easy to implement.
Going out of the way to not do this is what completely ruined final fantasy 13's combat system for me.
I ment the not letting you control your whole party thing. Imagine playing dragon age, but you can only control whatever character the story decides you have at the moment and you can't move to dodge attacks other than attacking. Because just making a game an rpg or an arpg was too simple.
That's really silly.
Anyways, single player party tactics can be a chore to use despite adding a lot of dimension, and maybe kinda hard to implement for first person? Idk.
I'd simply like to just be able to change builds/character at will. Of course it will need a system where jack-of-all-trades cannot exist and recruiting a party member is a BIG reward.
I know, who would like that trash haha not me :side-eye-2: :pika-cousin-suffering: :side-eye-1:
"Dark Souls is unique because of how hard it is because it requires precision timing!"
Ok. Back in the day this was just NES and SNES games.
This is a silly take. When Dark Souls came out it was pretty unique; third person action games at the time were mostly going with the Assassin's Creed/Batman Arkham combat system where you have a dedicated counter button and you fight groups of guys with big flashing signs over their head when they attack. Games have mostly moved away from that and toward a more rewarding, skill based experience in part because of the influence of Dark Souls. It only feels generic now because so many of the great innovations it made were incorporated into other games.
Games like Souls existed long before that though.
Like, I enjoy Souls games and am glad they got popular enough to influence AAA titles but Monster Hunter was doing that shit long before them.
Yeah but From was doing the same thing with Kings Field and Armored Core before the first Monster Hunter came out
Also, Monster Hunter didn't gain much traction in the west until World, which was long after Souls games had made their mark. There's also some pretty big differences in their gameplay. Between the focus on boss fights, the lack of i-frames, and the totally different gameplay loop, I'm not sure it's fair to say they're quite the same thing. Souls definitely didn't invent most of the systems it uses, but to call it a "generic third person action game" seems deliberately dismissive.
A mechanic doesn't exist until it gets popular in the west
"I really like the new God of War, the slower paced combat reminds me of Dark Souls!"
:so-true: "Umm, actually Monster Hunter had slow paced combat before Dark Souls did so you're not allowed to say that"
monster hunter rolls do have fewer iframes without skill support but it's not zero
Zelda has some of the same mechanics on the surface, but a lot of them function quite differently. You're not meant to roll through attacks like in Dark Souls, you don't have a stamina bar, you can use items but can't swap weapons, etc. Not to mention how different the out of combat sections of each game are. No one is suggesting that Dark Souls invented lock-on or dodge rolling, but a game isn't generic just because it didn't come up with every single mechanic it uses, and other games can still be inspired and influenced by the specific ways that it utilizes those mechanics. I mean, we all agree here that Disco Elysium was a fantastic and innovative RPG, but its mechanics are as old as the genre itself.
When Dark Souls came out it was pretty unique
I wouldn't argue that it was unique. I'd argue a lot more that when Dark Souls came out around the same time in the greater context of the US/EU markets a good majority of well known devs at the time were going pretty hard into this weird idea that they need to capture the casual audience by making their hard games easier, and also a lot of japan devs at the time were going very hard into making their games more westernized for the western markets (which also involved making them easier so...). And Dark Souls came out and really wasn't doing any of that, so I would say that the reason why Dark Souls took off the way it did is simply that a lot of other devs were shitting the bed at the time.
"I wouldn't say that Dark Souls was unique, just that it did things differently from all the other games at the time."
Metroidvanya- Any game where you gain abilities that allow you to access areas you couldn't before
Roguelike- Any game with 1 life and procedurally generated levels.
Amogus- Any multiplayer game where players don't know who is on what team.
Amogus- Any multiplayer game where players don’t know who is on what team.
Tabletop gamers taking home a big W for correctly calling these "Social Deduction games"
Roguelike- Any game with 1 life and procedurally generated levels.
Are those not Roguelike's though?
Dark Souls and Monster Hunter have totally different gameplay loops though. There are also some differences in the combat that make them feel very different, like the lack of i-frames on Monster Hunter's roll.
It's literally like 2-5 depending on game and decorations.
It's 0.2 seconds by default iirc, the exact number of frames varies because some of the handheld games are 30fps
Investing in evasion gets up to about 0.5s
Monster attacks have a lot of active frames so it can feel like the timing is way shorter
Ah yeah that's right. There are also some attacks that are just impossible to i-trame through, usually revered for final boss fights or hugely telegraphed aoe's
Arguably MonHun was an answer to Phantasy Star Online. So in a way, it was Sonic Team, under Yuji Naka no less, the people that really envisioned the real-time block-dodge-attack action RPG loop that would define both games series. Straight after developing Sonic Adventure too lmao.
I gave up on Elden, gonna uninstall next time I need space for a game.
I just can't practice the same room of enemies 30 times so I get it perfectly.
And what's the point of the whole "lose your XP when you die" mechanic other than to make it arbitrarily harder? Purely anti-fun mechanic. Every time I go to retrieve my lost soul points or whatever and die, I just say "okay I'd rather not play this game anyways."
This was my first From game and I had a real rough time starting out, turns out you can make the game a lot easier by putting 3/4 of your level up points into vigor, hunting down the weapon upgrade materials, and sticking to medium armor load/roll dodging everything.
I agree 100% with the rune loss on death, though. Serves no practical purpose except to frustrate.
I watched the movie, still have no idea where Squid Game fits.
I can't stand dodge rolls in games tbh, hell even in most Zelds games Link just jumps backwards or does a backflip if he's feeling fancy.
I dunno, its part of why I don't really like most Souls games. The combat is punishing, but it also feels weightless and inconsequential when you can just roll straight into a giant sword and not get hurt because the roll button is actually a split-second invulnerability button.
I think this is just a consequence of people not having a name for 3d zelda-like combat (third person + lock-on + roll) until dark souls became popular. It was under the vague umbrella of "action games", which is not really helpful in describing anything. So I think it's fine, call whatever you want a dark souls/earthbound/rogue-like if you feel it's a useful shorthand.