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dark souls/bloodbourne was a fuckin shitty hack and slash game with bloated artificial difficulty and the only reason sekiro was cool was because it ripped off so much from tenchu. this might be cool because it looks like it's going to rip off of zelda.
i'm sorry that you wasted so much time forcing yourself to play through shitty games, but you can emancipate yourself from the mental anguish of having to defend them now that the truth has been revealed.
(Jk art's subjective so this is as legit a POV as any I just wanted to add fuel to the fire :sicko-hair: )
naw it's truth. those games were lazily designed. even contra let people have access to the contra code. artificial difficulty is a real thing, and if you look at the gameplay mechanics from a developer point of view there's just not much there.
sekiro was harder than dark souls. it's not about difficulty, the issue is about artificial difficulty used as a mechanic to extend an over simple game.
Ditch the shield mentality, anticipate, learn the patterns, get in there and dance like you've never danced before, become Miyamoto Musashi
We're you born wrong or did you become wrong through vigorous practice
i had lots of time to practice because i wasn't trapped in a simplistic gameplay loop with a masochistic feel forcing me to repeat a meaningless existence over and over again as in that movie groundhog day.
the gameplay loop was just repetitive nonsense. the fact that you have to 'learn' an enemies timing and moves, while dying so quickly and then repeating the process over and over again doesn't make for a fun experience. it's just annoying bad game design.
dying after a couple hits works better in a game like bushido blade. dark souls is just a dredge.
sekiro alleviated that by adding in way more exploration and abilities, similar to a metroidvania.
smash brothers and street fighter are multiplayer focused, as you say 'fighting' games. basically arcade style.
there's a social element there, and the single player elements of those games are not the main focus of the game, nor what is hailed as the standard experience as is with dark souls.
focusing on smash, smash in single player is rebalanced and aimed towards entertaining the player, basically with checkpoints, etc.
let's talk about a game that's highly difficult like celeste . each screen towards the end of the game is about timing and mastering the game, and if you die, you immediately start right back at that screen. for masochists who want to have to restart from the beginning of the level if a single error is made, you are still rewarded, though just barely, with a different colored strawberry/statue, and this behaviour isn't really celebrated like it is in dark souls which seems to want to punish their players, but in actuality are just embracing a lazy gameplay mechanic designed to lengthen a short and simple game.
sekiro was great. no doubt. it was intended to be a tenchu game, and i actually liked the difficulty because the checkpoints weren't annoying. the final boss was ridiculously difficult, but that's the final boss.
as for the rest of them, they were just a slog. look at a no hit play through, the entire dark souls series takes 9 hours. botw if you were going for a no hit run takes like double that and that's a single game. it was just bloated artificial difficulty and most of the people that defend it are people who got trapped in the slog and want to justify forcing themselves to play through bloated bullshit.