Ankle deep action game mechanics

>ankle deep action game mechanics
>ankle deep rpg elements
>cannot even run at a stable 30 fps
>shitty cluttered art style with no sense of composition; just spaghetti thrown at the wall, seeing what sticks, and scraping off the floor what doesn't and throwing that in too
>worst aliasing ever seen in a high budget game
>zoomer rallying system that makes healing too easy
>literally only filters shieldniggers; easiest base game content of any from title
>DUUUUDE ITS ALL A DREAM BRO BUT LIKE ITS LOVECRAFTIAN
>HELP ME NIGGERMAN!
So why is this game considered the best again? Would it even have a good reputation if it weren't Sony exclusive?

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Lovecraftian Horror + Souls mechanics = absolute kino. Get filtered, ghastly beast.

>Kino enemies, bosses, levels, atmosphere, music, adventure, etc, and literally peak soul on the levels of Silent Hill 2 in Lovecraftian world.
The worst part of the game is snoy exclusivity. It also plays better than the other souls games except Sekiro

I liked it

>LOVECRAFTIAN

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>Souls mechanics
Ah yes, 2 button combat mechanics surely enhance lovecraftian kino

Tbf streets of rage only had one button combat mechanics and it was kino
(Though golden axe was better)

Easiest Souls game are Demon's and Dark 1. Both of those games have infinite combos off any r1 confirm with wins of weapons, and bosses have like zero HP. Dark Souls 1 is by far the easiest because poise just lets you ignore everything and mash R1 like an ape

Would having the character juggle enemies enhance it? 3 attack buttons, dodge, and shoot are plenty.

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Actually it's too much. One of the main issues with Bloodborne's combat is that most of your buttons don't do enough. Instead of having two attack buttons, you could have just one that's modified by holding, being locked on, dashing, transforming, and a couple other things; like Sekiro did. Some weapons (like the Reiterpallasch) didn't really need to switch at all. Instead of having a button dedicated to guns, which you mostly use for parries, it can be dedicated to subweapons in general, like the Hunter Tools; again, like Sekiro.

Games like DMC aren't more complex than BB because they have a bunch of buttons. On the contrary, their functions are more specialized and have more implications.

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I liked it. Only Souls game I've played more than twice. Its a great length as well ( 15 - 25 hours). If it had a 2nd DLC, ( with another 2 bosses comparable to Maria/ Orphan, it'd unironically be FROMs masterpiece.

rallying system was kino, and I wish there were ways of doing it in DS3 etc.

you should be rewarded for aggression, and chaining up enemies without pause.

Pontiff's left eye ring

I still struggle to understand the whole ending. Why did the MC turned himself into a pickle? or rather HOW the fuck did her turned himself into one after defeating the moon.

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This. It's really strange that despite having this cool Trick Weapon mechanic, the game leans surprisingly little into it. It's not a question of you being able to beat the game using just one attack animation, you can technically do that in most games with most enemies, but that the game does not really create "system" for it's combat.
To give an example, Bayonetta has a dodge that can cancel out of basically any normal attack. It also rewards the player for dodging at the last second with Witchtime, a mechanic that gives the player more time to reach the game's powerful finishers called Wickedweaves, the chain for which can be continued even after a dodge so long as the last attack button was held uninterupted. This is what many people would point to as the core of combat. Most great action games have something like this in one way or another. Even Sekiro with it's counter hierarchy or Nioh with it's Ki.

Lol filtered

?
Attack buttons are modified by running, dodging, and holding.

>humans discover divine
>humans ruin everything trying to ascend to divinity
>contracted by a god to kill shit
>figure out employer's secrets while on the job
>kill boss
>take his place

its just very good
plenty of old good games run sub 30 fps, it doesnt make them any worse

did you even play the game?

Yup. Compare your main defensive methods in Bloodborne and Sekiro and it's night and day

>Bloodborne:
>dodge is governed by stamina
>stamina is limited, but can be improved by leveling
>unlike DaS it's not affected by armor
>if you run out of stamina, it takes a bit longer to regen
>if you get hit while dodging you receive more damaged
>dodge makes you immune to everything
>attacks are also governed by stamina, so you have to choose between one and the other
>block equivalent is a joke

>Sekiro
>you can block
>blocking adds to your posture
>deflecting still adds to your posture, but also adds to the enemies posture
>attacking doesn't add more posture but it stops it from depleting it
>holding block regens posture faster
>if your posture fills up you're knocked down
>if you deflect you can't be knocked down even at max posture
>posture healing is determined by health, meaning you want to keep yourself healthy while damaging the enemy
>block interacts differently with different status effect and even can't block some attacks
>you still have a dodge, which is much harder to use, but allows you to circumvent the whole system
>you have a jump for some attacks, which also allows you to bounce off enemies which deals posture damage
>dodge has a special counter for stab attacks

There's just way less involved with Bloodborne's main defensive mechanic, despite how much you use it in the game and how little else you have to do.