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TopicDo we need a Souls-like Genre?
Romulox28
07/13/17 1:32:32 PM
#11:


the problem ive found with every dark souls clone ive played is that none of them really seem to understand what the appeal of dark souls games are.

ive found as i played through the souls games that the focus is not on super hard difficulty or intense combat, but more on level design, atmosphere, enemy design, exploration, secrets, an obscure narrative, etc

when i played a game like nioh, for example, it had tight combat but it felt like they just threw in the rest of the dark souls elements without wondering WHY they should be in the game. the result is that, for example, you're going through these boring, generic stages looking to open up shortcuts for no reason other than because that's how you do it in dark souls as well.

when i first tried dark souls i hated it, until homegirl Leana told me to actually start looking at it as more of a puzzle game than an action RPG, where you are trying to navigate through an intentionally tricky level moreso than overcoming some kind of great odds. when i looked at it through this perspective, it really opened up the series to me. on the other hand, when you play a clone game, it seems like they just jotted down the main elevator pitch aspects of dark souls (high difficulty! rolling! punishing combat!) and throw that into their games, with little success IMO
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