mZuzek said:
I've played through the game four times and I have absolutely no clue what you're talking about. At no point in the game do you lose any significant progress upon death unless you didn't save. Which you can do at any time, except for the escape sequences. The longest escape sequence in the game probably lasts around 2 minutes, anyway. No clue what you mean about relying on enemy AI for the platforming, maybe you mean for sections where you need to bash off enemies, which are few and far between, and again, you won't lose much progress upon dying (and also even if you miss the platforming you can still not die...?). Either way it's probably not much use arguing. Your taste in games is... well, it doesn't quite match up with mine, let's just say that. |
@Bolded I really don't think our taste in games is so drastically different that it should garner that kind of response, though. Reminds me of the time I posted a mini-review to no one in particular in the games beat thread in which I stated my opinion on Okami and you seemed to get a bit mad. I still like Okami, just not as much as you. But I love games like Hollow Knight, any of the Metroid games, the Zelda games are quite great. And I hyped up Astral Chain before it was cool (though the final project is somewhat disappointing). I even share almost the same exact sentiments as you when it comes to Nier Automata and it's praise.
If our taste was so little alike that I actually couldn't relate to your takes at all, I would probably not find them as interesting. That's why I asked for clarification on Ori, because I do relate enough to your viewpoints to find where we diverge intriguing. It should be a good thing to have different opinions, not inherently a negative thing. But honestly this isn't the thread to discuss Ori, I shouldn't have brought it up. Was just curious.
SvennoJ said:
Yep, rolling past then keep running was my strategy lol. |
I don't really agree with most of this, either because I just didn't have that experience, or because I don't mind mechanics being intrusive or annoying at times if it can contribute to interesting ideas. But I can accept them as criticisms. My point with the hints is more so not only are they a cool addition, but I think they also liberate the player to feel free to look up stuff about the game (if they want to) without feeling stupid. The developers already put a "cheat" system in the game basically, mentally I don't think anyone should feel bad for looking up information on the game, after all they could only make the cheat system so detailed.
What I do kind of agree with is bosses, but only to an extent. Again, haven't played the game in forever so maybe this is a criticism that I'll have to retract, but watching someone play the game recently I kind of forgot how many bosses are just kind of eh at best and bad at worst. I think that back when "Dark Souls is hard!" was a meme and a lot of people accused the game of being unfair, I used to get so fixated on the fact that the bosses "weren't even that hard" to the point that I didn't give as much blame to the poorly designed bosses as I probably should have. The Capra Demon is pretty bad, Bed of Chaos is awful, the bridge Taurus Demon is the kind of boss that isn't "bad" per say but it's such an unfun boss to fight that I wonder why they even have it in the game, Four Kings is kind of similar although not nearly as flawed. Seath's is annoying from what I remember. That being said, I do think it's reasonable to say that most of the bad bosses in Dark Souls, are at the very least easy enough to where their badness isn't too big of a problem (at least again going off memory). And really, most of them are more mediocre than pure garbage. It still sucks that there are so many bosses that I can't call good, but then again I've never really liked the way in which people just look at Souls games as purely boss-oriented. Gwyn is one of the coolest final bosses in games for me, Bell Gargoyles are awesome, Gravelord Nito is good stuff, Ornstein and Smough deserve their reputation (I'll admit the bonfire should have been closer probably), Pinwheel is a very intriguing design with one of the most bizarre tracks in the game, Moonlight Butterfly is very elegant and a pretty good example of the game designers prioritizing a unique experience over purely making everything challenging, Sif is a legend all to it's own, Iron Golem has some cool mechanics tied to him, and the Gaping Dragon is probably my favorite boss in the entire game and one of the most memorable in gaming for me. And that's not to mention one of the side bosses are among the better ones in the game.
The sewers in Dark Souls are probably one of my favorite locations in a game ever. That's a very weird sentence to say, because sewers in games are just constantly shit (pun not intended) and some of the most boring padding you'll find. But that's just the power of Dark Souls level design.







