sometimes those zombie men are Fallen Hawks and only have shields and loincloths
I think the Jellyfish is just in the field but at launch it seemed everyone but me found it and I spent a good 10 hours going WHERE THE HELL IS THIS JELLYFISH.
Game is too big.
I think interacting with a girl in a shack by the road and completing her errand (talking to her dad in a fort??) early in the game gives you the jellyfish.
itâs very hard to miss, i think you have to get it if you engage with spirit tuning at all
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there are lot of things that are Too Much but this game will never be one of them to me. itâs too fucking incredible at every turn, it has too many things that are pinnacles among the souls games. it canât recapture true novelty (unless you havenât played any of them before, maybe) due to the arrow of time but it does everything but, imo. god, what a fucking incredible game!
Im fine with to much but I am also fine with missing shit or doing something backwards.
This game gave me the rare opportunity to just run off in a direction and have my own adventure made up of what ever I happened to trip over. Thats shnoz core to the max. I mean I also love a good train ride but running into the woods is where its at. I played Breath of the Wild this way and it was not nearly as accommodating.
yeah thatâs where iâm with it too â itâs definitely too much but i played it exactly like i played outer wilds, just going towards stuff that i thought looked cool until i eventually had my fill and decided alright time to wrap it up.
i LOVED the fact that i would stumble into things that were entirely missable. it makes the experience feel special, but the secret trick is that thereâs cool shit in basically every direction.
i also think i have more appreciation for the side dungeons made of prefab pieces than other folks here â sure theyâre simple but theyâre very conceptual and designed around specific gimmicks in a way i found delightful. they feel like zelda 1 dungeons a bit, in that theyâre working with few enough pieces that the game has to start having a more antagonistic relationship with the players by messing with their expectations to remain interesting.
theyâre much better than chalice dungeons because you feel the designerâs hand in that playful, antagonistic way.
Yeah partly itâs because Bloodborneâs chalice dungeons set my expectations so low to begin with, but I enjoyed the prefab dungeons a lot.
Especially the mean-spirited traps and cleverly concealed paths in the catacomb style. I could imagine the designers cackling as they scribbled the layouts on graph paper
Actually the fact that every little side dungeon has some unique trick or unique combo of tricks that makes them all distinct is I think something close to a miracle
Yeah, the cookie cutter element tombs and dungeons are my favorite parts and the thing I miss most in Night Reign.
When they do the, as someone put it up thread, homage to warp traps in old dungeon crawlers, absolutely loved it (where as I hate warp traps in old dungeon crawlers).
I feel exactly the opposite. elden ring felt like every other map painter to me, just with souls combat and no UX scourge actually painting the map for you. which, like, thatâs an improvement, but an empty one. I pretty much hated the moment to moment of botw, but it gets all of the macro things right for me. you interact with the environments, which makes traversal difficult. weather is cool. there are people who move around and do things. you find little things to do.
but for real âgo have an adventure on a tripâ games, dragonâs dogma continues to be an unexplored dead end that shames these other games.
Yeah I on a few occasions got warped to areas far away from intended in Elden Ring and just sort of rolled with it, having adventures around enemies generally much higher leveled than I was while slowly making my way back towards where I came from. It probably caused the difficulty curve of my personal playthrough to hop around a good deal but it definitely gave things their own flavor.
Thats really interesting I had an a awful time with Dragonâs Dogma doing this for a few reasons. If I got too far outside of the area I was leveled up for Id end up in a war of attrition with some monster(s) where I have to just decide before I was dead that I was being whittled down and could not win. Or worse I would win with like no HP left and have to run in fear before being clipped by something minor and die losing all my progress. Its just too easy to barely get by sort of jank baiting a strong enemy that would flatten me in a souls game. Even worse Id got super far in a direction and was story locked out of continuing and had to turn around. And then its like do I just die and lose my progress or try to struggle home?
BOTW Id often find myself at the end of a bread crumb trail tracing the game design backwards to the start to see what I missed. There was often obviously one designed approach and every other way in just felt like an accident. The game was kinda easy so I just put everything in stamina which was maybe a mistake as it became too easy to climb super far super early. One day Iâm going to play this game again with no wall climbing. Maybe in like 10 years.
I hate to sound like a dingdong but I really try not to use the map in open games. I want spatial familiarity. When I stopped using it in red dead 2 I got a lot better at navigation and sort of learned the neighborhood. I do like way points if Im really trying to get somewhere specific in BOTW / EldenRing
after all the disappointments that iâd think the fire giant is a fun encounter is surprising
also fuck i felt terrible getting health below 50% on him. like, dude, sorry, so sorry for hitting your leg 20 times with a hammer. i actually feel really sorry. still gonna kill tho. good stuff
surprised about the praise for the prefab dungeons because i have done possibly most of them and i donât remember any tricks or special things they do beyond one time i stood on top of the guillotine as an elevator (a trick at least one previous from soft game used as well). i just enter the tunnel. kill. get out. i saw rooms i saw many times. i saw enemies i saw many times. there isnât much to remember or wonder about. it goes on the side of my brain that considers videogames and videogame design bad.
i seem to have been to or seen most places visible on the map but there are still big guys to find and kill and we canât waste that opportunity. we have to kill everyone or this videogame wouldnât have meaning
this is an exaggeration i would never kill patches
It was kinda traumatic getting summoned to help with the Patches fight and helplessly watching the players who summoned me murder him over and over
tornado land is pretty neat
also hugs lady spoilers and other things and maybe some obscenity
found her again after she left. alignment choice âdo you hate dead people? / do you want a hug?â
well⌠hugs
and anyway who could possibly hate hugs ladyâŚ
oh thats the dude i was prompted to give some armor. standing over the corpse of hugs lady. calling her a whore. i didnât like that
i remember the same type of guy and event in bloodborne. after he did the deed, had his unhinged little rant, and killed himself, i made sure to revive the woman he killed, making all the shit he did pointless, and that felt pretty good
oh right i still gotta find where dung eater called me out. outer moat doesnât tell me much. been in some moats but no sign of the filth man. awfully nice to offer to kill me and defile me. like, âjust hmu if youâd ever fancy thatâ
there is exactly one good catacomb behind a bear near the north west entrance to leyndell by draconic tree sentinel that everyone is citing as an example of how good they are.. as a True Dungeon Lover i think the rest are bad/unnoteworthy
isnât there one other clever trick one in the subterranean shunning grounds?