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SvennoJ said:
Spindel said:

Dying is not the same as failing

It depends on the game. Dying in Astrobot or any platformer, no problem at all. That's all about memorization for which repetition is the best way to learn. Yet dying in a game like RDR2 where you have to sit through cut scenes again or have a lengthy process to get back, or lengthy loading times, very annoying. My argument for Souls is not that you should not be dying, difficulty adjustments should be there to change the frequency of deaths. DS2 had an early difficulty spike for me, I died about 50 times just to get to the next bonfire at the start. Which resulted in me over powering my character making the game very easy later on. You can avoid this upside down difficulty curve with adjustable or dynamic difficulty.

I'm the odd one that of all Souls likes DSII the most - big part of it is setting, of all 3 (well, 4) Souls that one resembles western fantasy world the most...but other thing that I liked very much, and was bummed to see gone in DSIII, is effigy mechanism and the fact that the more you die, less and less life you have everytime you respawn, so you need to be even more careful than in other Souls.

Different strokes and all that...