Yes and another problem is with people out there being snappy if you try talk and raise an issue, but don’t have a formed, amazing solution to fix it in the same breath.
We don’t need to know the solutions right away. Especially in the case of fans or even an article. But devs can take notice and use their time, money, and collective work to try and figure it out.
covenant of community moderators, they invade the worlds of people who have left either low rated or controversial (ie lots of positive ratings and a lot of negative ratings, which I think is more often the case with the bathroom graffiti) messages, and when they kill the grossos the misogynist message is destroyed.
I recall people who played dark souls 1 before release date were besieged by black phantoms. Would be cool if a message is downvoted enough that player gets shit on with the darkest world tendency possible.
I think the headline kotaku ran this on invited a lot of knee-jerk spite from people who didn’t bother or intend to read it though.
The response to the article makes me pretty sad, but damn if it’s not exactly what I would have expected.
I never had any delusions about this convincing the implicated parties of their prejudices. My main intent here was to air something no one was talking about, and to let those who got angered by it demonstrate that very lack of self-criticality and gatekeeping I implied in the piece. I also have gotten many positive responses, and am aware that shrieking troll-like nerds will always comprise an impotent minority.
An acquaintance noted that Kotaku regularly publishes articles on sexism within the culture of game development and the videogames themselves, and wondered why this piece in particular is reducing so many commenters to a screaming red-faced puddle. It is peculiar, on the face of it! But I think the thing is that it’s criticizing something in games – and the attendant playerbases – that for so long seem to have been beyond criticism in any respect. It’s the feeling of “Wow, I thought this was okay” and then even that gets called out. Gamers will, of course, still be dismissive and lob out the same tired shit about “SJWs” if you highlight sexism elsewhere when it’s more obviously coded into the design, and then more difficult to excuse, so when it’s taking readymade linguistics to task — a detail that’s seen as minor (that good ol’ dead-end literalism that sees words as neutral objects) — they’re extra defensive.
Anyway, I ain’t coming back here because I think Felix is a jerk and he’s Big Boss here, but I thought I’d respond since this was a major publication for me and it’s gaining a lot of attention.
I think that maybe because it’s Dark Souls, could also be why this is getting a little more attention. Because anyone who criticizes Dark Souls is obviously wrong, etc.
I restarted this game to play the DLC because I never got around to it
I can’t quite believe that the DLC starts with getting trapped inside the Dark souls 1 painting, like in Dark Souls 1! Did no one tell the writing team that in this one you
can teleport from any bonfire for QoL reasons, so you can just leave anytime? Is there a lore video that can explain this part?
I’m going through the Dark Souls 3 DLC for the first time in my life and it’s amazing how, even after putting 1000+ hours into the Souls series, I keep falling into absolutely every single obvious trap this DLC sneeringly throws at me
As a general tip for DkS3 bosses, the design philosophy I eventually caught onto is that bosses (and boss phases, which are usually totally different bosses) are weak to certain tactics. Sometimes there is potential backstabbing, parrying or poise-breaking. More generally some encourage standing off at long range, baiting them into attacks at midrange, or staying aggressive at short-range. And it really loves multi-phase bosses where the tactic that was effective against the previous phase doesn’t really work anymore on the next one. This principle also applies to the normal enemies for that matter, if you choose to stand and fight them.
IIRC you also played Sekiro where this was also the philosophy, so this will probably be familiar by now. But it’s actually quite different from DkS1, 2 and Bloodborne where – although intermittently the games did this and sometimes quite bluntly (cough Gwyn cough) – general-purpose rolling and punishing was highly effective against most things and the pacing was usually uniform from beginning to end of a fight.
Man, was Smouldering Lake supposed to be, like, the precursor to Ash Lake? Cuz it was WAY more boring in look and atmosphere. Ash Lake was some of the most potent imagery in a Souls game so far, but this place was just dull.
“artillery bombardment zone” is a robust template but I think they do better when they have actual cover you’re running between or a dragon you can see doing the bombardment, not invisible skeleton ballistae
I’m playing a pyromancer with a dark-infused Astora Great Sword and having an Astora Great Time. This is the first time I’ve ever used a bigass heavy weapon in one of these games. It’s pretty satisfying!
as I do once or twice a year, I just spent about a quarter of a day rereading a bunch of lore and wiki articles from this stupid metaseries that I haven’t even played any part of, and I just gotta say: