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.
because it's artificial bloat. if you do it perfect there's only 9 hours of gameplay throughout three games.
the entire point i'm making is that they're making you go back to the beginning every single run, it's like an NES game. NES developers openly talk about how they made their games incredibly difficult to lengthen gameplay time.
for a development studio that made millions of dollars off of the game to barely put any actual content into it is just unjustifiable.
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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.
deleted by creator
deleted by creator
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.
deleted by creator
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.
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because it's artificial bloat. if you do it perfect there's only 9 hours of gameplay throughout three games.
the entire point i'm making is that they're making you go back to the beginning every single run, it's like an NES game. NES developers openly talk about how they made their games incredibly difficult to lengthen gameplay time.
for a development studio that made millions of dollars off of the game to barely put any actual content into it is just unjustifiable.
deleted by creator