Hobo Elf
Arcane
I got bored of Souls after playing the same game 5 times with a different title.
I got bored of Souls after playing the same game 5 times with a different title.
I got bored of Souls after playing the same game 5 times with a different title.
Don't all genres have that problem?
I got bored of Souls after playing the same game 5 times with a different title.
Don't all genres have that problem?
Not necessarily.
I got bored of Souls after playing the same game 5 times with a different title.
Don't all genres have that problem?
Not necessarily.
Examples of those that don't?
I got bored of Souls after playing the same game 5 times with a different title.
Don't all genres have that problem?
Not necessarily.
Examples of those that don't?
I mean, first of all, Souls isn't a genre. They're Action RPGs and there are many other games that fall into the same category but are quite different.
I got bored of Souls after playing the same game 5 times with a different title.
Don't all genres have that problem?
Not necessarily.
Examples of those that don't?
I mean, first of all, Souls isn't a genre. They're Action RPGs and there are many other games that fall into the same category but are quite different.
Sub-genres.
I don't know of any sub-genres that avoid the problem of being the same thing 5 times but with different titles.
On a serious note, I find it reasonable that a lot of people (me included) find Souls series "no reload" characteristic remarkable, if one considers that's a pretty rare quality in AAA games, specially RPGs, since a long time, AND completely absent from the cornerstones of the genre from the 90s up to now (PS:Torment, Fallouts, Darklands, Ultimas, Gothics, etc).
Not really even a sub-genre, yeah. It's a game series. There really isn't much about Dark Souls that wasn't done time and time again in Japanese gaming history, but many people are ignorant of gaming history in general sadly.
Damn, you've got a long way to go, friend.
Ash, there is a difference between restrictive saving by design, and restricted saving by design extremelly well tuned to the whole package, including Estus, level AND world design, enemy placement, souls recovering, and even lore. Honestly, I've never seen such a well tuned and coherent package. But then I may be an ignoramus, I don't care.Restrictive saving utilised by design (as it damn well should be in most cases) was commonplace on any gaming platform that wasn't the PC up until about 10 years ago, not the 90s.
You've...already played one game quite like it you dummy: Vagrant Story shares concepts and principles in common. Dark gothic fantasy ARPG restrictive saving hardcore difficulty...ring any bells?
Even if you stretch the definition it's still hard to find something like Souls. Castlevanias are the series that most feel like Souls to me (only in 2D) and even that is completely lacking in comparison.It doesn't play anything like Dark Souls. I would know: it's probably one of my favorite games. It doesn't have real-time, very punishing combat. It doesn't rely on player reflexes. It isn't third-person with the camera behind it. It certainly doesn't have fucking "restrictive" saving, unless by "restrictive" we begin to understand it as "you can't save everywhere at any time". And that's just some of the surface elements.
Try again.
Don't bullshit. It has many similarities and you know it. Besides, that wasn't even your original question: you've steered the conversation from "what games have restrictive saving utilized in a hardcore manner" to "what JP games are a sum of their parts like Dark Souls" now to whether or not something plays extremely close to or exactly like Dark Souls.
Don't bullshit. It has many similarities and you know it. Besides, that wasn't even your original question: you've steered the conversation from "what games have restrictive saving utilized in a hardcore manner" to "what JP games are a sum of their parts like Dark Souls" now to whether or not something plays extremely close to or exactly like Dark Souls.
I've always held the same point: that the Souls series is unique, and nothing (or nothing that I know of, I could always be wrong) like it has ever existed before Dark Souls. Vagrant Story has surface similarities, but like I said, Dark Souls isn't just "checkpoints and losing stuff", or "importance of weapon types", or "good combat", or "level design", and so on.
It's how everything works together, how the game plays like as a whole, that makes the Souls series (for the most part) completely different than anything that came before them. It's why I also have said in the past that you just can't make "a game like Dark Souls" just by copying the combat. The combat is meaningless without everything else, and without everything else it may actually hurt some games as opposed to helping them.
Ash, there is a difference between restrictive saving by design, and restricted saving by design extremelly well tuned to the whole package, including Estus, level AND world design, enemy placement, souls recovering, and even lore. Honestly, I've never seen such a well tuned and coherently designed package. But then I may be an ignoramus, I don't care.
Otherwise, please, cite a couple games that do it as well as DS1.
So you're saying no game has ever been more than a sum of its parts before Dark Souls...which is ridiculous.
Clearly the part that was retarded in your post.Binary = 0 or 1 = keyboard press.
Modern controller has two ways to give gradual input as in states between on/off with two sticks. Mouse does it differently by you controlling speed with your hand. Keyboard has no way to control speed or anything of that nature. You either press key or don't.
Clearly the part that was retarded in your post.Binary = 0 or 1 = keyboard press.
Modern controller has two ways to give gradual input as in states between on/off with two sticks. Mouse does it differently by you controlling speed with your hand. Keyboard has no way to control speed or anything of that nature. You either press key or don't.