I'm glad that FromSoftware have realized the difference between real and fake difficulty.
I'm glad that FromSoftware have realized the difference between real and fake difficulty
that's not "difficulty", it's just tedious
>i dont want to play a game with interesting and challenging areas and levels, I just want a boss rush simulator
>I don't like the way the game's challenge was programmed so it's not real
what's the point of bosses in video games? a lot of times it doesn't even fit the gameplay
But the 8 minute run back in souls game just becomes a 30 second mad dash anyway. After you get through the area once you no longer play the way the level was designed and it turns into cheesy garbage
>game has spammable invincible rolls
>real difficulty/challenge
lol
corpse running really is the worst part of souls games, killing the exact same enemies dozens of times just to make any progress, but its always been this way and always will
>room temperature IQ
It's about running back through areas you've already cleared.
Is that supposed to be Taurus demon? You can totally reach him in 30 seconds from the bonfire.
Always bugged me that killing a boss on the 30th attempt counts as clearing it. You should have to establish certain clear rate that exceeds a threshold, like 1 in 2 attempts or something. A 1 in 30 clear rate is just a fluke and doesn't really prove your mastery of the challenge presented.
You are supposed to die at the boss then continue normally to him killing every mob for souls. That way you grind while also getting better without impacting the fight very much via being overleveled.
both are fine
Souls games are a mix of these you know
Allows for easier bosses without them being a letdown comparatively
I'm going to let you all in on an ancient game design secret. When video games were first in arcades the penalty for failure was a monetary value. You had to keep pumping in quarters to progress. When video games came to home consoles the penalty shifted from coins to time. Audiences seek games out with greater challenges. And greater challenges mean greater penalties. The conclusion of this trend is the harshest time penalty, permadeath. Starting the game over entirely from scratch on a single failure. Which is why roguelites that include this element are so popular.
This. Soulsisters like to pretend they play challenging games, when literally every boss is just an enormous melee-range thug with wide arcing swings wherein the solution to defeat them is always the same
>roll spam through attack cycle
>light attack twice
>back away/kite to recharge stamina
>rinse and repeat
And god forbid FromSoft change the formula up a bit with Sekiro so more elaborate combo strings can emerge in gameplay. These same retards screech when FIFA, AssCreed, Pokemon, CoD rehash the same fucking game, but they're too retarded they're doing the same shit with soulsclones.
KH is even better because it takes like 3 seconds to restart. Soulsshit should learn from it.
Just go play a boss rush game you mindless nigger.
Yes. I'd rather the hardest part of a boss fight NOT be getting to the boss. I prefer bosses that are hard on their own and feel exciting and memorable to fight not some slightly stronger enemy tucked away in a pain in the ass area
>games need to have a godmode toggle so I can beat the game without trying, so I have more time to jerk off the game dev that gives me a paycheck for writing positive articles about them
dont ever @ me ever again you zoomer retard
I would much rather a boss that only takes about 4 attempts over one that takes around 20, regardless of how long it takes to get back there. I feel like a boss that simply kills you for your mistakes instead of giving you room to learn is the fake difficulty. This concept of throwing yourself at it over and over in quick succession until you happen to get it doesn't build real mastery nearly as well.
snoy hands typed this
Why not just quicksave then? You'll never have to redo a single instant of gameplay besides right before you die.
You just run past all the enemies when you go back to the boss anyway. It's just a waste of time and doesn't add anything to your experience. The fast runback actually incentivizes players to properly learn the boss' moveset, instead of desperately trying to defeat it by any means since the runback is so damn tedious. This is part of what made sekiro's bossfights so fun to attempt and learn properly.
Exactly. Bosses are cool, they have plot relevance and get you invested and pumped. They should be the star of the show. The run up to them is just to build anticipation.
Not everyone plays the game you do
>oh you must want a boss rush wah wah wah
Stop pretending to be retarded removing the corpse walk is nothing like a "boss rush"
>boss enemies are too "video gamey"
I really hope you don't complain about Super Meat Boy and Celeste not being "real platformers", because these games are just your "real challenge" taken to extreme.
Pic very related.
took em long enough, now if we can just get them to make a game with that in mind. no more jank please.