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Darashiva said:

There's a variety of reasons, not just one specific overarching issue that other studios fail to understand. It's often that they take the wrong lessons from FromSoftware's design, whether that's just making the game hard and thinking that's what makes soulsborne games work, or relying too much on one specific gameplay element that was only one aspect in a FromSoftware game. A lot of soulslikes just give the enemies tons of HP and call it a day, like you mentioned, and that rarely works in their favour as the challenge ends up turning into tedium.

One example that I can think of is Nioh's world design being quite dull and fragmented, where each location felt completely separate from each other rather than part of the same world. Sometimes, however, the problem can simply be a limited budget, like with Asterigos: Curse of the Stars. It has some nice ideas and does pretty well within its limitations, but you can definitely see that they were working with a lot of constraints.

Oh nice, Asterigos is on sale never heard of it but sentiment looks positive, added to me backlog. 

Yes indeed. They are misinterpreting ehat makes FS games great but what are those Xfactors is the question cause it can't be level design and combat alone. There must be many small reasons like enemy placement (something DS2 screwed up) to the d8fference in enemies along the way to item placement and loads of little details that only FS can seem to put down really well.