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Having played the Dark Souls Switch version over the past summer....and being strangely addicted to it. I actually felt that the game was brilliant in every aspect of its design. I didn't really find it hard, it was a game designed for repetitive play in which you would learn enemy patterns and get stronger yourself via grinding (or farming souls). I died many times, but it never felt cheap, and even in the face of what seemed insurmountable odds in some boss battles, some times a quick change in strategy paid dividends, sometimes just leaving that particular boss alone and venturing in another direction led to character progression and better equipment which eventually made the former boss battle an easier one.

The thing that I loved the most about DS, is the fact that it didn't hold my hand. It trusted me to figured it out, and I did. It was the most satisfying gaming experience that I had played in years. Breath of the Wild (a more 'mainstream' game ) might have been influenced somewhat by DS, in the sense that there was less hand holding than before, and the first few hours really had you on survival mode. The DLC has that Master Sword Quest, which really tests your patience, creative thinking and skill, in order to get through the 3 stages.

I really believe that as long as it is expertly designed, if a game is meant to be challenging, it should be developed that way. To be honest DS wasn't more difficult than the old school NES, GEN, SNES games like Ninja Gaiden, and even Sonic 2 ( run out of lives in the last boss battle and it is back to square one as there was no saving) it just didn't feature any hand holding, and presented a genuine challenge which is something missing in many AAA games in modern times.

Last edited by SammyGiireal - on 12 February 2020