the more I look back at Souls games the more I think Fromsoft kinda didn't expect people to die to a boss and then just keep slamming their face into it like "I just gotta roll better ig" instead of searching for other strategies, upgrading their character, or just plain doing something else
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The soul spot system was originally designed around the narrative and lore role of souls in demons souls. Like it's not about telling you to practice 1cc it's about establishing a setting that's out to devour you
1) OP said *Fromsoft *didn't *intend for players to bash their heads against bosses like this. Emergent response doesn't change that.
2) This system showed up in demons souls and that total system is designed against that
The finite spawns in dks2 I'm pretty sure were more intended as a reward for mastering the area than a punishment for farming
https://bsky.app/profile/kalina2hu.bsky.social/post/3ljxhul3lzk2e
I always appreciated that all the boss damage is avoidable. Like it’s good that the game accommodates “play better” and “stack the heaviest armor and iron flesh and just become an invincible wall and laugh at the boss’ attack”
Seems like nobody really understands how they were meant to be played; and yet, they have directly influenced how most action titles are made now. No wonder there's so much contention.
Like I understand people who prefer to tackle it as an RPG, but the melee combat is what got is where we are today.
(I also don't really like Sekiro's combat but that's more me not being a fan of super parry-heavy melee combat, just personal taste)
This should be obvious after elden ring's sustained fandom came up with a hundred ways to cheese draconic tree sentinel
I think it’s pretty obvious from how many people prefer playing them like super hard action games and preach about how fair/rewarding the combat system is/was.
Basically Elden Ring is for people that think like you or OP, and Sekiro is for the rhythm game freaks who just want to chase that high to absurd levels of precision.
people don't even bother going back to ps2 shinobi or the ninja gaiden series if they really want a challenge, and there's code vein and nioh right there as their contemporaries with a better claim to the title
I dunno where the urge arises to shit on people for enjoying the same games as you do for different reasons.
but there's almost always some step you can take to make it so you don't really need more than a few tries on each boss
powerful combat arts to obtain, and many prosthetic arms hard counter bosses.
And I'm like... Sure? If you can find a way to get that many emblems?
Like it's one of the first you get for a reason,
And I man. As someone who did grind out that kill. It is not rewarding at all lmao
And there's not even anything you can properly do with the gear access of just stormveil w/out exploring the rest of the world
Like, hearing everyone talk about it suggested just a totally different game to me, because of how people play Souls games...
alot of people perceive souls games as pure action games and dont know how 'OP' exploration truly is in em.
Not to say this is valid, but MAN part of me wishes respecs in Fromsoft games weren't tied to a resource.
Same with having Humanity/Ember in DS1/3, which would help with your overall stats and survivability to help you out, basically put a target on your back for invasions.
It’s either you’re missing the joys of ingenuity by smashing your head against a wall, or you’re denying yourself the gratification of overcoming a challenge fairly by cheesing it.
1. A big club that you cannot use or sell
2. Lots of hours wasted on something you could've gotten by running around
There is game design that is conscious of sequence breaking and such and it. Is just palpably, obviously different in kind than this
Like.. if you don't want to lose your souls you have to keep fighting the boss.
A lot of players will take that as the game directing them how to play without realising it.
It's something?
Ignoring mechanics is treated as the highest skill ceiling in games, and I think it's partly cope.